[Rework] Footknight, like an AVALANCHE! Is this really so?

Or instantly charge Ult + give the Ult a bigger stagger radius for 5 seconds? Would make it feel like it’s bloody hero time :slight_smile:

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I like this idea. I tend to use Merc more than FK when I want to add more party support to members that fall. Doesn’t make sense seeing as FK should be more influential at supporting downed teammates.

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This I don’t dig so much. The idea is to enable Footknight to be a big damn hero and just charge into whoever disabled your friend. Making the ult go off cooldown is good enough for that. If it wasn’t on cooldown, then you didn’t need the buff so it’s fine.

Like, I think this version of the talent would be powerful enough, even with a cooldown, that it can afford to be redundant every once in a while.
Let’s be fair here, in most situations where a teammate is disabled, he either got hit by a special, or was knee deep in trouble. In situation A, having the ult doesn’t matter. In situation B, most likely everyone is knee deep in trouble and you’ve probably used your ult recently anyway.

Should a Foot Knight not always have their ult ready for that type of scenario? I think it would be more effective if it enabled Foot Knight to save players that they would not normally be able to, and being able to charge twice isn’t going to scale that well into bad/extreme situations like that. Increasing revive speed for the duration of the effect is another idea I’ve seen mentioned in the forums.

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Revive Speed is a waste of a Talent on anyone with the ability to charge, or push, since you can make revives 100% safe that way. If the situation is too screwed up for that, the gentleman you revived will go down in a matter of seconds again.

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That’s why I’d personally prefer a more proactive rather than reactive talent. Increasing the damage reduction for nearby players that are low on health could work, but it could also stack too well with some of the other damage reductions.
The main issue is the underlying idea of the talent relies on someone or the team as a whole messing up (this kind of extends to Foot Knight’s overall design as well). I can’t think of anything that can change that without making it into something else entirely. That wouldn’t bother me, but some people like the way FK works now, so idk. I don’t think that should be taken away from them, but other playstyles should be possible. If the other two talents on that row were good It’s Hero Time would be to easier to ignore (for me at least).
Here’s some ideas:

  • Staggering enemies gives free pushes for 1.5 seconds. Can only activate every 1.5 seconds. Encourages an aggressive bruiser like playstyle, which is healthy for a team.
  • That’s Bloody Teamwork could Instead be 10% per nearby ally, but only stacks up to 20%. That would be more consistent, since having your entire team at the front line is unrealistic, but having two isn’t.
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What if… the talent just cancels the cooldown (so none conc pot’s effect) but… it’s triggered not only when a player is downed but also when a disabler catches him (assassin, leech, packmaster)?

It seems to me a good compromise.

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Something I’ve been thinking about is, why does the damage reductive traits/talents require people to be close to the career?

Given that we’re not talking about a Barkskin level of reduction, wouldn’t a simple reduction straight to the team regardless of distance make these traits and careers more useful in the game?

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It’s to encourage FK/IB/Handmaiden to stay near teammates.

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Yes should always be saved unless just used. Perhaps it could revive too but more of a ult talent and with its short cd may be too powerful…

Maybe refreshed ult and reducing revive time by 50% for as long as player is downed.

Saving ults for when a teammate gets disabled is bad, you shouldn’t save it for when things go badly.

Yes with good gamesense you can save it if you know someone is gonna get grabbed, but generally you shouldn’t save ults, this doesn’t mean mindlessly using them.

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I mean yeah, that’s how It’s Hero Time works already. It gets triggered by allies being downed or disabled (because being downed is also being disabled)

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No. Foot Knight’s ult has one of the fastest recharge times in the game, it is several times more valuable to use it each and every time where it’d come in handy.
This doesn’t mean ‘just spam it mindlessly’, 'cause that’s a waste, but you certainly should always be using it if you feel like it’s a good opportunity to use it. Not ‘the best’ opportunity, just any good opportunity.

Saving ults for the best opportunity is for the really strong ults with really long CDs. Like Ironbreaker.

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I feel like the ult is up very frequently anyhow even out of combat without CDR, it’s not like it’s UC where you need it to panic-vent or IB with a cooldown of several days.

[edit] ninja’d by @KaelusVonSestiaf

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Even on ib i wouldn’t save it just for panic situations. You have ib’s who save it untill they run into a patrol or have a boss + horde

On uc i would save it, unless you are very comfortable and/or play on medium heat.

Thanks.

Sounds like a pretty bad reason to try and steer players, but then I know.

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I agree. I don’t believe in waiting to use that ult myself, but I thought I’d ask to get the perspective of the players in this thread.
The problem I have with the proposed talent change by Dysphoria is that FK can get his entire ult back with two hits from a Skavenslave, so they should have it up more often than they actually need it. FK hit trades pretty well, so it’s safe.

I agree.

And further one I would also say that tying an ult so heavily into a single use, namely to rescue downed allies, makes the Foot Knight more one dimensional. I know from when I used the Foot Knight as my main, staggering armoured enemy groups and monsters was my primary use of the ult. Only seldom did I use it to get to, and rescue, a disabled or downed ally. In fact I find that a firearm was better for a disabled ally’s deliverance from a leech or a pack master of what else they’ve got themselves caught up in.

So while I could be suggested that the cooldown for the ult be tied to allies getting downed, it should can be restricted to a talent. I wouldn’t define the entire use of ult to simply rescue allies as there are perfectly viable offensive and proactive, as opposed to reactive, uses for the ult.

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Exactly.

i also don’t really like reactive uses of talents. Same with the revive ult merc talent, i see too many people using that and never ulting and saving it to get a revive with it.

If they replaced the ‘its hero time’ talent with ‘gaining ult when teammate disabled’ it wouldn’t be so bad like the merc revive tho, but i would rather see the talent reworked to something else and not related to ult.

Some random ideas: downed or disabled players takes less dmg when in range of fk aura; increases fk aura range; something related to dmg reduction/tanking

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In theory it needs to encourage teamplay… the problem is that gameplay itself forces players to divide themself.
For this reason auras in general should be larger.

This is a good point. From one side, FK’s ult is meant to be used frequently… but, from the other side, can happen that you haven’t it ready when you really need it.

Ye, exactly.

There is another problem too.

If there is even one only armored enemy between you and the downed player, you can’t save it. This is a big Valiant Charge malus. Any armored enemy blocks the charge.