What if Juggernaut trait...
Well, the old effect wasn’t much different.
“You move 50% slower while wielding the flamethrower, but gain stability and 200 toughness.”
And sure it made more sense than the one we’ve got now. But it got changed to the actual one due of pvp, i suppose.
Well the old Juggernaut made stomping incredibly easy. Run to someone, get Ft out, enjoy free stomp.
Yeah, it was nothing like a thief dropping blackpowers at will or stealthing or so.
But you could stay at ft all the time and you are immune to CC. Stability is the most important boon. They cannot give it for free.
Stability all the time is just OP.
Demonstrating how overly balanced the game is around fast paced spiking, something permanent stability counteracts (by nullifying the opening CC). How about a compromise tho, and give permanent protection?
I thought it was a fun trait as it had a strong downside to it (-50% movement speed on a close range weapon), they should just have made it tick in a few seconds after you switch to it to prevent just switching to it for the stomp.
The advantage of the FT used to be the stability and fast attack rate (to proc tons of on-crit effects)
The stability got removed and the procs got nerfed with internal CD.
The might is great, but not as good as other ways to stack might we have available.
FT needs some work to get a place and find some use that is not just flavor (its freaggin awesome)
Maybe change the #5 to be a blind field and #3 to better reflect projectiles (make it a short channel like flame-jet and reflect while active)
And put some form of stability on juggernaut, immunity to knockdowns and push-backs maybe, still vulnerable to stuns and dazes…
The original flamethrower/juggernaut was ridiculously powerful. Five engineer teams would have won every tournament by a landslide if allowed to stay in that state.
Imho, that trait could have been reintroduced in place of the fifth ability, sort of. Maybe something like 6s of stability and protection and some might stacks, with the 50% slower movement and locking kit change during that time (or eventually making it so switching kits removes those effects). Heh, maybe with the visual effect making the player bigger. A juggernaut, indeed.
Yeah, it was nothing like a thief dropping blackpowers at will or stealthing or so.
Considering allies can CC the Thief with ranged abilities or aoe knockback, indeed it is nothing like the same thing.
Old juggernaut gave a perma-stability, the victim could not interupt you, his allies could not interupt you. Iirc it wasnt even possible to remove that Stability on you. The only way you could’ve been stopped was if you got Downed yourself before you finished the stomp.
Yeah, it was nothing like a thief dropping blackpowers at will or stealthing or so.
Considering allies can CC the Thief with ranged abilities or aoe knockback, indeed it is nothing like the same thing.
Old juggernaut gave a perma-stability, the victim could not interupt you, his allies could not interupt you. Iirc it wasnt even possible to remove that Stability on you. The only way you could’ve been stopped was if you got Downed yourself before you finished the stomp.
The stability could be removed, but was always applied instantly again by swapping out of flamethrower and swapping back in 1 second later. Every swap was a stunbreak as well, just in case you got caught with a cc while outside flamethrower.
Sounds like it could have been recoded to work like speedy kits. Internal cooldown, 5+ seconds duration. Would allow for it to be removed or converted without being instantly reapplied.
It could work like the current juggernaut but gives you stability instead of might. I would propose 3 seconds stability every 5 seconds, so with some boon duration you are able to keep it up permanent, but the stability will first trigger 5 seconds after swapping to flamethrower to prevent abuse.
The advantage of the FT used to be the stability and fast attack rate (to proc tons of on-crit effects)
Not to be too rude but I am pretty sure sigils didn’t work with kits back then.
As far as the stability goes I do not know. I think maybe reworking flame thrower as kit all together might be the way to go.
Wrekkes-Engineer Kore Rok Thief-Asraithe-Ele
(edited by TheGuy.3568)
The advantage of the FT used to be the stability and fast attack rate (to proc tons of on-crit effects)
Not to be too rude but I am pretty sure sigils didn’t work with kits back then.
As far as the stability goes I do not know. I think maybe reworking flame thrower as kit all together might be the way to go.
There were plenty of things that it used to apply on crit, in the stability days. Vuln, Bleed (sharpshooter), incendiary powder required a lot of crit for good uptime, etc.
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The advantage of the FT used to be the stability and fast attack rate (to proc tons of on-crit effects)
Not to be too rude but I am pretty sure sigils didn’t work with kits back then.
I remember playing a build with flamethrower and omnom pies that would be nearly immortal (pve) due to the no CD on the lifetap-on.crit proc…
Not to be too rude but I am pretty sure sigils didn’t work with kits back then.
People used to use lifesteal food (omnom pie) in wvw with ft until the icd was added.
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