Post:Why is thrown so inaccurate? - 01/09/2015 - 20:09

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Re: Why is thrown so inaccurate? · on 01/09/2015 08:09 PM CST 1556
I've been considering a few new maneuvers (that have cooldowns) to affect position. RUSH was approved as a get to melee instantly and (I think) prevent retreating for a short time. HANGBACK could be changed to HANGBACK MISSILE or HANGBACK POLE, and prevent advancing past that distance until the effect wore off.


Not sure how they'd interact together. Perhaps disallow a RUSH while a HANGBACK was in effect and vice versa.

In PvE it would give you a periodic range advantage. In PvP it'd give you one more trick to employ during the confrontation. I could also find a way to have it be more effective against critters and less effective versus players.

Ultimately I'd love to tweak fatigue and have it fuel maneuvers and situation modifiers like this. Right now it works as a poor limiter of low-circle weapon round times and a poor defensive penalty... simply, I'd be interested what it would look like to see 5% fatigue in combat become the norm (due to folks using their abilities) and remove the penalties associated with low fatigue. Instead, "tired/exhausted" would be a condition that can occur after prolonged exertion or via an effect...

This message was originally posted in Combat - Weapons and Armor \ Thrown Weapons, by DR-KODIUS on the play.net forums.