Warhaven reddit8/25/2023 If you don't mind taking some punishment, the Guardian class are essentially tanks who are at the forefront of assaults. Accompanying Blade in the attacking class are Spike, Warhammer, and Hush. This character can find glory using some basic attacks and blocks, so Blade is a perfect choice for newcomers to Warhaven. Blade is a class of brave sword-wielding knights that offers some well-rounded skills and can launch enemies into the air with the powerful Ox Slash. ![]() Teams will have to best utilize the skills of the 6 different available classes which take on offensive, support, and healing roles, each with it's own strengths and weaknesses. ![]() And I only played her before it got buffed.Teamwork and strategy play a crucial role in Warhaven's gameplay. I mean, you can even disrupt charging enemies if they don't have an unstoppable perk. As long as you're aware of your surroundings, nobody should be able to hit you in melee faster than you can push them. It's already faster than almost any attack, it has a decent range and you can use it while jumping. I really don't think she needs any buffs in this regard.Īnd I can't say I've ever had an issue with the push "windup" either. She's already very slippery to the point that it's often just not worth the time chasing one. I can't actually even think of a situation where I was knocked out of it mid dash. Yes, body blocking is a thing with all classes, but I still dash through crowds regularly. I really can't think of ever having those collision issues. She's my second most played class and except for the uncontroversial question of Smoke Wall, I can't really agree with any of this. Any Smoke mains to share some experience and wisdom? Unless I'm just playing the character wrong or - frighteningly - I'm playing it right but "it's supposed to be like that". Slightly faster run speed and noticeably higher jumping (to make getting out of crowds far less finnicky than it is), just to drive it home that she's supposed to be an agile character. Projectile stopping wall should by default be as it is with the perk for it. Hell, even 1s would be fine - windup is just too much of a downside for a skill that's the only real defensive option of the character. Give it 0.5s more cooldown to offset the lack of windup. ![]() Bonus points (of madness) if you get bodyblocked by a squadmate spawning on you out of thin air. It's hard to count how many times I died while trying to dodge, or just simply run, away from danger, just for my own allies to bodyblock me into taking a lethal hit. Allow Smoke to pass through allies freely. She's not a combat-capable character, and she can't even block, so at least she should be able to *reliably* dodge. ![]() Dodge collision box should be vastly more forgiving, and Smoke shouldn't be knocked out of dodge by everything more forceful than a gentle fart. Not sure if I'm alone in this, but I think a few changes would make Smoke actually good to play, arranged from (in my opinion) most to least important: And you have to sacrifice your healing effectiveness (on a dedicated healer character. Too long to charge, too little time to hold it. The smoke wall (without the perk) is fairly laughable, sadly. If an enemy is close enough to attack, they can do so fast enough that your push windup will make it impossible to knock them away. You have the "force push" to knock enemies away, yet for some reason it has a windup time just long enough to make it very, very situational. You have to dodge to stay alive, yet you get knocked out of your dodge by any hit you take, any person (friend or foe) you collide with, or map geometry that doesn't even really seem to touch your model mid-dodge, but sure, why wouldn't it knock you out of life saving dodge? Also, tutorial for Smoke says she can dodge in any direction, including backwards, yet when I try doing that, I will invariably dodge forward. I love Smoke's character concept - an agile healer who has to stay mobile and crowd control enemies to stay alive? Requiring actual skill and spatial awareness to survive? Yes, please! I can't overstate how much I like the concept.Įxcept the game itself seems to laugh at that concept and do its best to make playing Smoke a chore.
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