Don't tie cast protection to Tech Override


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Пишет wishihadaname 2.5.14 14:00:

Пишет RobHinkle 01.05.14 15:13:

Quote: Originally Posted by wishihadaname View Post
Hello,

I'm glad you guys decided to give us commandos a cast protection skill but I think you picked the wrong ability to tie it to. Here is why: Tech override is used primarily in a kiting situation, when I have my opponent either netted or rooted and I am moving away from them (likely using hold the line) while firing grav rounds or self heals. Cast protection is used for a completely different purpose, its used for face tanking the opponent (which for commandos is a bad tactic regardless of the class we're facing). I can see this being somewhat useful in ranked but I think that it would be far more usable if it was tied to another skill (say reserve powercell with a significantly reduced cooldown or maybe decoys).
I'm open to ideas about where to put it if there is some kind of community agreement on where else to put it, but something to consider: We try to be very careful about making one ability with cross purposes (sort of what you say is a problem with Tech Override now). If it is tied to reserve powercell, then we are forcing the players to choose between uninterruptability or resource management. Similarly with Decoy, you have to choose between absorbing incoming attack or going Unshakable. We felt like the situations where you would want to use TO overlapped the most between the two functions, it matched thematically, and has a good cooldown value for the type of function.