Something they have said in their Livestreams is that due to the limited action set, they don't want to have abilities that are purely CC. Or, if an ability is purely CC it should be extremely strong. CC abilities should generally be a mix of CC AND damage or a buff/debuff. For this reason I think that DPS classes will have plenty of CC on their ability bars, especially when you add in the fact that it helps destroy interrupt armor and mobs take more damage when they are interrupted during a telegraph. Also, controlling your opponent seems like it will be a big deal in this game since the combat focuses on avoiding telegraphs and there are some crazy telegraph patterns.bbates024 wrote: I think most dps are going to put 1-2 healing/utility abilities on their bars, maybe just one if they add in something like they showed on the spellsinger that only does massive dmg under 30% or if you have to keep a cc on your bar for boss interrupts. Adding something to your bar doesn't mean your going to tier it up or do anything else but it will save your heal so time if you eat a huge telegraph and just pop yourself a small heal before going back to the boss, or your armor right before you can't get out of of a telegraph. I don't think dps will be adding to many utility abilities with the limited action sets.
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Interesting thoughts on interdependence
Re: Interesting thoughts on interdependence
ADD Tsetzuko on Steam | Tsetzuko#1850 on Battle.net for HotS and HS | Tsetzuko on PS4 for anything co-op - My planned PS4 co-op purchases for 2015 are: One Piece Pirate Warriors 3, and Battleborn.
Re: Interesting thoughts on interdependence
Sure are! Some telegraphs are crazy. Then having them on top of each other by multiple enemies, well that could become a nightmare.

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