Why we need a new tier of hostile for creeps

Why we need a new tier of hostile for creeps

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Posted by: Agemnon.4608

Agemnon.4608

What do you notice about the picture? Shambling Horrors getting hit with precision strike even though I’d rarely ever conscientiously target them? Different levels of ally have different name colors: green in general, blue for party, and orange for guildies but all hostiles are red. I propose that creeps (PvP only) should have purple names and abilities that effect five would give priority to red names so UA if there are five PC’s around they’ll all get hit randomly whereas one PC and his creeps would concentrate the damage on the player.

In other words we need a second class of targeting for creeps so players get prioritized for abilities that effect up to five players.

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Posted by: DaShi.1368

DaShi.1368

So you want to buff revenants?

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Posted by: Agemnon.4608

Agemnon.4608

So you want to buff revenants?

It would be a buff for everyone since everyone’s “max 5 people effect” skills will prioritize players. Imagine dropping a static field near a minionmancer and you daze a blood field, flesh golem, and lots of hounds but not the reaper himself.

When everything gets toned down to a proper level revenant itself will need nerfs. Basically everything but guardian and warrior need nerfs, and thief some nerfs but a net buff. Take away the passive evade near death in acro and replace it with a skill named stay tight borrowed from cheer leading terminology that would grant stability upon evading. Simply dodging wouldn’t grant stability since that’d be overpowered but a formal evade and the trait would have a cooldown to avoid stacking since acro and daredevil could have near perma stability even after just double dodging a rapid fire so that needs to be checked against.

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Posted by: DeWolfe.2174

DeWolfe.2174

Here, let me wiki this for you….

Shambling Horror’s ability is listed as:
“The Shambling Horror absorb damage for their master as long as they are attacking.”

Working as intended!

[AwM] of Jade Quarry.

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Posted by: Sarrs.4831

Sarrs.4831

AoE soaking and countering autotarget abilities is the entire point of MM builds and skills though.

Nalhadia – Kaineng

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Posted by: Zynt.5769

Zynt.5769

AoE soaking and countering autotarget abilities is the entire point of MM builds and skills though.

Yeah, I was just about to point this out lol.

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Posted by: Lexander.4579

Lexander.4579

not before these kittened up revenant dodges are gutted

Alex Shadowdagger – Thief – Blacktide

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Posted by: lighter.2708

lighter.2708

not before they nerf the shet out of precision strike

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Posted by: Agemnon.4608

Agemnon.4608

AoE soaking and countering autotarget abilities is the entire point of MM builds and skills though.

Then give the player something active. Rev staff 3 for example doesn’t lasts long, consumes energy, and needs to be timed properly to benefit from it whereas minions and other creeps can linger. By making minions and others less prioritized it increases the skill cap for those classes since you no longer have creeps obstructing you. If players want to mitigate damage then they should earn that mitigation my grandparents can press a button to summon minions for reflex free mitigation indefinitely too.

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Posted by: LanfearShadowflame.3189

LanfearShadowflame.3189

You have to considering the affect this would have on other AI using classes. If your attacks, by default, auto target the player and bypass the minion, this pretty much negates clones.

Don’t look at me like that. Whatever you’ve heard, it’s probably not true.