FotF feels awful to use

I was debating posting it or not, but karket, I’ve had enough. To cut a long rant short before it starts, this post is NOT about ranged rending, FotF is not a reliable distance closer, and I can’t tell if I’m locked onto something or not until I stop my charge with a heavy still held out in the open like a sitting duck.

Changes I suggest to make it feel better:

  • Always charge maximum distance instead of a paltry 7m
  • Lock-on now simply makes your charge home in on enemies instead of increasing the max distance
  • Hitting an enemy with a melee attack will stop your charge

VT2 Zealot feels way better to play because he doesn’t have to deal with any of this lock-on shenaniganry and just always goes max distance, making his charge a great distance-closing and escape tool. The “escape” part is fine, because it comes with the opportunity cost of not taking advantage of the attack speed bonus, and potential CDR from Flagellant’s Zeal.

4 Likes

I agree with your first two points profusely. I’ve wanted that for ages. I sometimes use the charge just to get somewhere that doesn’t have enemies, to catch up to teammates or get to objectives faster. I’ve always hated that you basically have to charge twice just to get any real distance. We should always charge max distance just right click if we want to stop.

3 Likes

Ahh, reminds me of the good ole days of learning the quirks of this ability while gunners stunned me…

These changes would bring tremendous QoL to the charge for Zealot, great ideas imo!

Treating the charge as an ability that you cancel out of rather than sustain — I’ve always thought the Ogryn charge was nicer to use for it.

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This has always confused me.
If anything, the charge should stop early (in the enemy‘s face), when it is locked on to an enemy.

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