Here some additional fixes I'd personally like to see as an MKT:
Just some thoughts.
Here some additional fixes I'd personally like to see as an MKT:Crippling Throw root breaks from damage. (Too low-level an ability to be that detrimental, sorry)Paralyzing Throw root does not break on damage. (Higher-level ability should be stronger)Sever Artery Movement debuff overrides Neuro-dart. (prevents stacking movement debuff)Just some thoughts.
A stackable root that doesn't break on damage seems a bit powerful to me, maybe change it to "Chance to break".
Sever Artery Movement debuff overrides Neuro-dart. (prevents stacking movement debuff)
MKT's have thoes movement downgrades so that they can try to keep a person off of them and fight ranged. A person who yas 160% movment speed needs to be slowed down to about 20% for them to be a relatively stationary target that cannot rush you to initiate interlock. A MKT has to stack 3 knives on a target to accomplish what a hacker can do with just bottleneck field. So unless you want to shorten the cast timer on sever artery, and have sever artery have about a -145% movement speed debuff on it for the duration of the debuff, the ability to stack movement speed downgrades needs to remain.
Crippling throw has a larger root timer than reuse timer. The only "equivalent" to that in the Ops tree would be Surpressing Fire, but that ability has double the execution timer, double the IS cost and half the range. Though, I'd already be pleased with the "breaks on damage" on Crippling.
GoDGiVeR wrote:Crippling throw has a larger root timer than reuse timer. The only "equivalent" to that in the Ops tree would be Surpressing Fire, but that ability has double the execution timer, double the IS cost and half the range. Though, I'd already be pleased with the "breaks on damage" on Crippling.Doesn't Crippling already break on damage?I'd prefer to see Paralyzing Throw be a root that doesn't break with damage since it's a level 47 ability. I think....I need to double check...
Honestly, I don't use Crippling or Paralyzing Throw so I don't honestly know. But I'm pretty sure neither break with damage. Would someone check? I'm old so my memory ain't so great.
Mave wrote:GoDGiVeR wrote:Crippling throw has a larger root timer than reuse timer. The only "equivalent" to that in the Ops tree would be Surpressing Fire, but that ability has double the execution timer, double the IS cost and half the range. Though, I'd already be pleased with the "breaks on damage" on Crippling.Doesn't Crippling already break on damage?I'd prefer to see Paralyzing Throw be a root that doesn't break with damage since it's a level 47 ability. I think....I need to double check...Honestly, I don't use Crippling or Paralyzing Throw so I don't honestly know. But I'm pretty sure neither break with damage. Would someone check? I'm old so my memory ain't so great.
Both break with damage. I'm VERY sure of Crippling Throw. Another MKT I know told me Para is the same way.Old man. =PPPPPPPPPPPPPPPPPPPP
Only noobs use Crip anyway.
/yawn
AnXieTy wrote:MKT's have thoes movement downgrades so that they can try to keep a person off of them and fight ranged. A person who yas 160% movment speed needs to be slowed down to about 20% for them to be a relatively stationary target that cannot rush you to initiate interlock. A MKT has to stack 3 knives on a target to accomplish what a hacker can do with just bottleneck field. So unless you want to shorten the cast timer on sever artery, and have sever artery have about a -145% movement speed debuff on it for the duration of the debuff, the ability to stack movement speed downgrades needs to remain.Yes to the shorter execution, no to the debuff increase. It's not necessary for me at least. I'm always running at 150%+ so one neuro or sever and I'm good. Plus there's always Deadly throw. " width="15" height="15" />
I was talking about if you remove the ability for movement debuffs to stack from MKT, you'd need to increase the movement debuffs from a single knife. A player is supposed to be very close to being rooted when they're slowed by an MKT.
Arcanoloth wrote:A stackable root that doesn't break on damage seems a bit powerful to me, maybe change it to "Chance to break".I know gunman have at least 2 of these. Both in the SMG tree and both pretty low tier abilities.