If someone asked to us “What are the pure tanks?” I guess the majority would answer “Footknight and Iron Breaker”… sure, there are Unchained and Zealot too, but they are a kind of hybrid.
Despite IB and FK are both pure tank, I feel they have (or better, they should have) a unique style:
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Iron Breaker, the tower: a career capable to keep his position, make a safe zone and let his mates to do their job in complete safety. He can fulfill this niche thanks high stamina regen (stagger and space), Gromril Armour (highest toughness), Gromril Curse (immunity from disablers) and his ult (a literally game saving).
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Footknight, the avalanche: a career capable to bring help where it needs.… but is this really so?
What are FK’s peculiarities? Those unique abilities that should let him to fulfill his duties.
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Valiant Charge: FK’s ult can give to him some mobility, BUT:
- it’s enugh an armored enemy to stop the charge;
- a little obstacle on the road can stop him as well;
- if you don’t use the specific talent, you can be hit during the charge;
- it’s very bugged. A charge is capable to knock down a CW… but the majority of the times the charge makes them barely tremble;
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Staggering Force (+35% stagger): it’s a talent that would greatly help FK’s niche, BUT:
- it’s almost useless. I tested it: the ONLY bonus it gives, it’s the ability to stagger Monks out of their combo (using a shield). Against the other enemies, there isn’t any difference;
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Power increased/attack speed talents: these ones are just nonsense… why should I make FK a weaker Mercenary?
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Counter-punch: it gave to FK a better mobility into hordes, BUT:
- it has been nerfed into the ground;
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Aura: auras in general aren’t worth… they are to small and Vermintide doesn’t let you to stay always stick to your mates. It’s not the right way to play the game.
------------------------------------------------------------- What would I do?------------------------------------------------------------------
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Valiant Charge should “go through” armored enemies (and stagger them) like it does against not-armored enemies OR at the impact with the first armored enemy it should create a larger AoF of stagger (like it does but larger);
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Valiant Charge should give invulnerability regardless the specific talent… I mean, IB has MANY seconds of invulnerability; I know you can block while you charge… but without the invulnerability talent sometime the ult feels too risky (while a tank’s ult should the safest ult);
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Staggering Force (+ shield): it should help more against Chaos Warriors:
I tested it. Using or NOT using that talent you can stagger a CW except during these three animation:- Heavy overhead attack: the classic overhead attack we know;
- Light overhead attack: honestly I don’t know if it’s another attack or if it’s the same one with a slightly different animation… but this one seems a little bit faster, “less charged”;
- Diagonal attack: a diagol swing from the below.
Staggering Force should let FK to stagger more consistently CWs… for example out of the attack number 2 and 3.
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Counter-punch should be brought back to 2 seconds;
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Auras should be larger (but this is valid for every careers);
I brought some personal ideas… I don’t demand they all have to be added, we could start from only few of them.
Moreover, as written, I would like to replace Power increased/attack speed talents… but I prefer to proceed little step by step.
Thanks for reading.