I’m a big footknight fan, he’s been my most played career even when he kinda sucked because I just love the feel of the character, so i think im in a decent place to give feedback:
Stagger Cooldown Decrease
This is fantastic when paired with something like the mace and shield, when you’re keeping the buff up near-constantly you really feel the power of the whole team skyrocket.
Its unique and adds a great deal of value to the career. 11/10 good job.
I’m a little sad to see Krubers power amp go, but I love the theme of this talent.
My biggest gripe is that its really hard to notice when it procs, I think it needs a distinct audio cue for both kruber and his ally.
If this talent doesnt stay I have an alternative risk/reward talent to replace his aura:
X% (50?) of THP gained by Kruber is transfered to the nearest injured ally. Kruber is no longer affected by his own aura.
Still rewards foot knights who dont need to rely on damage resistance, and lowers your own personal THP gain making you even more vulnerable. For FootKnights who have really good defensive game this would let you carry teammates hard as well as buff up someone you just revived.
Charge reset when ally is incapacitated
Looked meh on paper, but ‘incapacitated’ also including allies (and yourself!) being grabbed makes this godlike. you can spam charge without worrying about needing it for a save.
Now i’ve used it a bunch im worried that it actually overshadows the other talents on the row, its a defining talent that lets you save game-losing scenarios. Wheras “thats bloody teamwork” is barely noticable ingame and Counter-Punch isnt all that valuable since FK has buckets of stamina and stagger anyway
I dont want to see this one nerfed, this talent row has always been mediocre and i’d like to see the other options get a bit more oomph.
Sounds good, but I havent found it all that useful. Charge is best used at short range, this talent enables and encourages deep dives that really arent all that useful. If you want to do deep charges then the invulnerability enables that far better. Being able to pass through armoured elites is nice for saves, but it does not compare to the attackspeed boost.
The attack speed boost charge is near-essential for FK to make up for his lack of damage boosting talents, Wide Charge would need to be much stronger to compete.
an alternative idea:
Lead by Example
When Kruber charges he provides 10% movespeed and X%(?) stagger power to himself and his team. (meybe scales based on targets hit)
This leans into the ‘pure support’ build by buffing his team, boosting his ability to CC and further enhancing his already great mobility. The additional stagger would also synergise well with ‘Stagger Cooldown Decrease’ to allow a feedback loop.