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How the mount can possibly be done without disrupting everything


DemonSeed.3528

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Remove HPAuto dismount on being hitNo CC immunityRemove Chain pull, useless - it is not a siege golemMain purpose that people who WERE asking for mount was mode of travel and it should only grant that speed of travelShould have NO combat/offense skillsSniff is fineOnly 2 evades shared with player endurance

New players get perks [until what rank is debatable]Players won't dismount on first hit, maybe allow a little more room here giving mount some hp1 extra endurance bar1 shield for ranged attacks 2s [mobile, travels with mount]1 resistance for 2s1 protection for 1sThat will at least fill some of the mount skill bar for new players.

After they reach whatever rank is deemed appropriate, these crutches can be removed, and the mount is only retained as a means of speedy travel. Nothing else. No combat abilities, no protection of any sort aside from the shared endurance bar/2x dodge.

This will fulfill at least most of what the mount was needed for without breaking anything. The leaps/dismounts have to be looked at in order to stop all the getting in towers/keeps/etc so we don't have to get an ugly remake of maps/terrain. New players will be able to reach their commanders without getting ganked [mostly] but it should certainly help.

Don't worry, necros will still be able to get everywhere fast :)These are just my personal views on the mount, nothing else.

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This proposal is overly elaborate and unnecessary. Mount is a nice feature that removes a lot of boring downtime where you just watch your guy running.

Really hope they don't slow it down too much. Maybe just some changes to the ledges and stuff for the keep exploits if people actually care about PPT "competition"

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