I took a deep breath. If some people love the aggressive FK, there will be a reason… So I thought about a compromise. The number of aggressive talents will be the SAME as now (you will able to adopt an aggressive style even better than before) but, in my opinion, talents should be shuffled in a different way.
For example, level 10 tier, has more aggressive talents than defensive talents (and this, for a tank, it’s sad)… but, from the other side, level 25 tier has only defensive talents (sad for who wants play him aggressively)… in my opinion we need a better distribution.
My goal isn’t buff him nor nerf him nor cut off certain styles… I’m just trying to give him a more balanced distribution.
VALIANT CHARGE: Wide Charge is now active as default BUT
FK can not go through bosses;
[optional] FK can go through only 5 super-armored enemies (Chaos Warriors). The 6th will stop the Charge (but still no limits against normal-armored enemies, like Stormvermins).
Motivation: I feel that Wide Charge is essential and mandatory to FK’s style. Get stopped by one only armored guy is terrible: a simple enemy like a Stormvermin could nullify the entire FK’s duty (it can prevent me to reach a downed ally, it can protect other enemies from Charge’s stagger effect, etc etc… in highest contents there are armored enemies everywhere). For this reason I think it should be included in the “base pack”… but, as trade off, I added those malus.
NO GUTS, NO GLORY (passive): damage reduction buffed from 10% to 15%;
Motivation: the most important reason is try to compensate the new “damage reduction stacking”, wich penalizes those careers who have the damage reduction “fragmented” in different abilites (= currently, FK hasn’t anymore 25% DR since No Guts, No Glory and Protective Presence don’t add up anymore); Moreover, in general, I feel that +5% DR would help the tank role;
LEVEL 5 TALENTS:
Back Off, Ugly!: no changes;
[optional] Bloody Unstoppable: tHP on kill instead of tHP on cleave;
Motivation: I wrote “optional” because I need more tests as “aggressive FK”… but, in my opinion, tHP on kill could help who wants adopt an aggressive style… while tHP on cleave, under certain aspects, can be similar to tHP on stagger (example: if I play with 2h Hammer, I can use both tHP on stagger or on cleave).
- Templar’s Rally: no changes;
LEVEL 10 TALENTS:
Berserkers (Monks and Savages) get staggered for a longer time >>>OR<<<
Chaos Warriors get staggered out their diagonal (from below to the top) swept:
Motivation: Staggering Force is useful (with shields) to stagger berserkers out of their combo… but you can reach this breakpoint also without Staggering Force (you just need, as properties, some power vs Monks or Skaven). Moreover berserkers remain staggered for a very short time… this means that they can still hit you while, after the push, you are charging the bash. I feel that Staggering Force needs something more.
Have a Thee!: no changes (staggering elites gives power);
Stagger Cooldown Decrease: this talent replaces Crowd Clearer (wich is NOT removed, it’s just on a different row);
Motivation: explained in the premise. In this row the number of aggressive talents is higher than the number of defensive talents… and, since we are talking about a tank, I find it sad. BUT, as already said, I will NOT remove any aggressive talent: Crowd Clearer is just on a different row.
Moreover “Disable Charge Reset” and “Stagger Cooldown Decrease” combo was a fun and working synergy.
LEVEL 15 TALENTS:
Bulwark: no changes;
[optional] Smiter: this talent replaces Mainstay;
Motivation: I think this could help the aggressive style… but I leave the last word to the experts of this style.
- Enhanced Power: no changes;
LEVEL 20 TALENTS
Rock Of Reikland: [currently it doesn’t give the damage reduction to FK nor his allies. Bug or intended?] Anyway this talent should give both doubled aura’s size + block cost reduction + damage reduction;
That’s A Bloody Teamwork!: Protective Presence gives +7,5% damage reduction per near player BUT it can stack at most 2 times (the total damage reduction from this talent remains +15%);
Motivation: now that you merged Defensive Formation and That’s A Bloody Teamwork I can understand: a doubled aura, with this talent, could be too much… but, from the other side, the current size is really small and so rarely you can have even only two players inside it. The game doesn’t let this to us, it’s not an MMORPG.
I thought this change in order to reach the max damage reduction in a more reliable way… BUT, since you can stack it at most only two times, the damage reduction remains 15% (before it was 5% x 3 stacks, now 7,5% but only x 2 stacks).
- Tag Team: no changes [I need more tests]
LEVEL 25 TALENTS:
- Counter-Punch: free push time increased from 1 second to 1,5 seconds.
Motivation: I feel an halfway between 1 second and 2 seconds is needed.
It’s Hero Time: no changes;
Crowd Clearer: like written above, this talent replaces Stagger Cooldown Decrease
Motivation: explained in the premise. There was an “embarrassing” situation where level 10 tier had more aggressive talents than defensive ones (sad for a tank)… but, at the same time, level 25 tier had only defensive talents (sad for who wants adopt an aggressive style).
LEVEL 30 TALENTS:
Numb To Pain: no changes;
Trample: enemies hit by Valiant Charge take +20% damage for 15 seconds;
Motivation: now that Wide Charge is applied as default (but with some malus), we can have the old, cool, Trample.
Bull Of Ostaland!: no changes;
Thanks for reading.