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LOLegionnaire


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#26
Proto

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I think unbowed is better

 

TBH, I never really used unbowed. Can't compare them personally.



#27
Beerfish

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I did not notice any real damage boost either, if anything my hits almost seemed worse.



#28
Beerfish

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TBH, I never really used unbowed. Can't compare them personally.

97b34ffacf6dbe26a5c09029623ef03854527424


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#29
JohnnyQPublic

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I did not notice any real damage boost either, if anything my hits almost seemed worse.

 

Me too.  My templar definitely felt weaker today.



#30
KalGerion_Beast

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Well, the damage boost at least was working.  You can clearly see that in the video.  



#31
Proto

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97b34ffacf6dbe26a5c09029623ef03854527424

 

Always ran Payback/ShieldBash with the wombo combo. Always felt like it took too many points to get all the way down to unbowed. NEED MORE POINTS FOR TEMPLAR. Biggest beef with that character...

 

Liked Walking Fortress/Counterstrike/L&S/(Shieldbash or Payback) and if I was feeling like actually being tanky I would just use Warcry and have an extra taunt. 

 

I'm guessing promotions might have something to do with not really feeling as if I needed unbowed on those characters. 


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#32
JohnnyQPublic

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Always ran Payback/ShieldBash with the wombo combo. Always felt like it took too many points to get all the way down to unbowed. NEED MORE POINTS FOR TEMPLAR. Biggest beef with that character...

 

Liked Walking Fortress/Counterstrike/L&S/(Shieldbash or Payback) and if I was feeling like actually being tanky I would just use Warcry and have an extra taunt. 

 

I'm guessing promotions might have something to do with not really feeling as if I needed unbowed on those characters. 

 

It's not entirely a promotion issue, as much as just a personal preference.  I used your same Lego build, except I replaced Counterstrike with Unbowed.

 

I still don't understand why they had to mess with Walking Fortress.  The Lego was not that popular, and did not dish out a ton of damage.  He was tanky, and that's about it.  You reduce his tankiness, and he's just not very good.  We already had the Templar if we wanted a 1H warrior who did more damage with less tankiness.  


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#33
Xhal

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Tried livid last night on my templar. The 32 seconds cooldown pretty kills it.

#34
Caldyrvan

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I still don´t get it, why give a pure tank a damage boost ability (if it would work) and remove a tank importank ability?

Seems a bit player unfriendly and even loreunfriendly. The templar is uneffected by the WF change and Vivid (if working) may look good at her.

 

Just really curious, what were you guys thinking? Any good reason I do not even imagine?


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#35
Kilgrow

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I still don´t get it, why give a pure tank a damage boost ability (if it would work) and remove a tank importank ability?

Seems a bit player unfriendly and even loreunfriendly. The templar is uneffected by the WF change and Vivid (if working) may look good at her.

 

Just really curious, what were you guys thinking? Any good reason I do not even imagine?

 

Would be nice to know the reasoning.

 

I love the new class and weapons, but I appreciate classes with a safety net due to my skills and playstyle. This patch, both my safety classes were nerfed - SS and Lego.



#36
Unbelievabletekkers

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I must say, I agree with the uproar over a) Livid's Cooldown, B) Walking Fortress losing it's Cooldown reduction.

The Legionnaire, as mentioned above is a very niche character. Few loved him and due to the fact that literally everyone stole your kills, it was tough to generate XP at anywhere near the rate of a Reaver/Archer/ Barrier Mage.

The 32s Cooldown is almost laughable... Of course as it (new move) is so pointless, I guess it's time to restock on boring old To the Death for tankability.

I used to enjoy plugging away solo with the Lego on Nightmare, spending nearly 15 mins plus on opening the first door, eventually a player joined in Round 2 and the party normally filled by Rd 4. RIP those days Bioware.

If there's one thing that never needed to be nerfed it was the least effective killing machine in a game based on killing things!!

If you had said okay guys we have decided to lessen the ease at which Guard-based characters are impervious to damage by debuffing total Guard values and at least in the case of the Lego buffing up his DPS output. I am baffled by what you did. I mastered noobism as a Lego, now I will be running Nightmare as this great character who used to stay alive forever and take longer still to kill even an archer- except he becomes this joke who needs to spend 2 skill points to get guard every 32 seconds rather than around 8 (combat). You've reduced the rate at which Cooldowns happen by totally ruining the Walking Fortress.

Sure you have released the Hakkon Sword and this new Shield that have Walking Fortress built in, but to desecrate a character who has stood the test of time so valiantly is likened to handicapping the community due to ill-thought additions on YOUR end to the specific perks built in to equipment.

I am disappointed and I hope as a minimum we are going to give the Walking fortress back it's zing.

#37
Caldyrvan

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There are already many players sticking to SS (and the nerf is not that big^^) now the new mage (which I enjoy very much myself) many players will countinue to play even after the first-days-hype, at least for the great fun factor. The focus on bullrushing and shooting everything in sight to do a mission as fast as possible increased. But on many pugs on higher difficulties, these players often die (on don´t learn  from it). The Lego (played and build well) joining a pug is at least a bit of a compensation for that. ... was ...

 

I´m not interested in crying about it. They rarely change things back. Just wanna now: why?