Some abilities are undodgeable

Issues dealing with gameplay balance.
LOCALgHOST
Level 3
Posts: 431
Joined: Mon 15 Jan, 2018 2:48 pm

Some abilities are undodgeable

Postby LOCALgHOST » Fri 19 Mar, 2021 4:20 pm

Some abilities are undodgeable

u can't dodge Ork Looted tank shot or DH staff's kb, so get a 0.4 sec delay for it

and goddamn reduce GK Dread's iinferno cannon range! it's ridiculous
Inekura
Level 2
Posts: 143
Joined: Sat 08 Jun, 2019 5:12 pm

Re: Some abilities are undodgeable

Postby Inekura » Fri 19 Mar, 2021 6:18 pm

Load up da bigga gun! After a 2.5 second delay, fires a huge shell that does 200 explosive damage and weapon knockback in radius 10. Range 60, cooldown 30 seconds. Requires the Reinforced Plating upgrade

Igniting the air around himself in flame, the daemonhunter turns nearby foes to cinders. After a 2 second delay, enemies within radius 15 of the Daemonhunter suffer 40 melee damage and weapon knockback. Cooldown 40 seconds.

YES lets make those 2 second delay things 0.4 seconds delay :)
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Deuce Bigalow
Level 2
Posts: 105
Joined: Wed 07 Jan, 2015 2:01 am

Re: Some abilities are undodgeable

Postby Deuce Bigalow » Fri 19 Mar, 2021 6:35 pm

Looted tank shot has indicator, never had a problem with it.

Weirdboy warp vomit needs an indicator on the ground where it will be cast.

Kommandoes luv da dakka needs an indicator on the ground and short delay before it will be cast.

Warp Spider Exarch phase shift needs a short delay and indicator before it activates.


For delays, even a single second (two ideal) would work. As it stands these abilites + nuke are guaranteed wipes with very little response-ability.
Venjitron
Level 2
Posts: 69
Joined: Wed 19 Feb, 2014 5:59 pm

Re: Some abilities are undodgeable

Postby Venjitron » Fri 26 Mar, 2021 5:34 am

get windu on the case

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