Why do you want remove any tank from your game?
Ok, the title is a little bit exaggerated… but I can’t understand.
We made the assumption that people who wanted to play Kruber in an offensive fashion would just pick between the Mercenary and the Grail Knight
This was the right thing… I should write “in my opinion”, but numbers say what numbers say.
We have 16 careers. Among these 16 careers we have ONE ONLY pure tank.
Could we raise this number, at least, to “two”?
Someone could say: “You can still play FK as pure tank… why do you want remove variety? Now you can play him both as pure tank and aggressive tank”.
The answer is simple: if we introduce so many aggressive talents into FK’s abilities tree… we have less choice about defensive talents. If I want to play FK as pure tank, I have less choices, less builds, less variety… and, I repeat, since we have one only pure tank (on 16 careers), could we give priority to defensive choices?
I can understand some players love to play the aggressive FK… but it’s not possible make happy everyone. I would like to play Huntsman with a caliber .50 Barrett… but it would not be a good idea.
Jokes apart, this is the most important example: “thanks” aggressive talents, I can no more use both “Disable Charge Reset” and “Stagger Cooldown Decrease”… that was an incredible fun and working synergy!
And all this in order to… play the umpteenth dps crowd control career? That, even without bothering the other characters, we can do as Merc and GK.
Auras (every aura from every career) should be doubled as default. You know your game. It’s not like a MMORPG where you can stack with your mates… In many circumstances the game forces you to “get away” from the group… and current auras’ size is so small that I can not even move a meter away from them to smoke a cigarette (I’m joking, irl I don’t smoke ) without lose the aura’s bonus!
For example That’s Bloody Teamwork would be really good with a doubled aura… but nope.
General thoughts about talents:
- That’s Bloody Teamwork is useless or, anyway, the worst choice by far;
- I can’t use both “Disable Charge Reset” and “Stagger Cooldown Decrease”… so sad;
- Counter-punch should return to 2 seconds… currently it’s not a valuable option in this row;
- Could we give those 3 seconds of invulnerability as default and replace Numb to Pain with “enemies hit by Charge take +20% damage for 15 seconds”?
Tag Team: I can’t understand because we should give up the aura… it’s what characterizes FK.
Anyway, about this talent, I propose again what I said in another thread:
I would prefer it as a “Gromril Armour” version:
*from a side, we introduce a malus: that talent must have a cooldown (10 seconds? 13?);
*from the other side, a bonus: FK should not get damaged from that hit.
To be brief, a kind of reversed Gromril Armour: it defends your mates instead of you. We could argue about if it should cover the entire damage (that an ally would have taken) or only the 50%… but FK should NOT take any damage. He’s already pretty vulnerable as tank. At Cata or high weaves, many attacks can almost one-hit-kill him.