- Joined
- Jun 16, 2011
This is a Hotfix or potentially a Fix for the incredibly broken Disengage power of mounts.
Hop on a horse, start running, and 9/10 times you are safe.
Because being in combat is determined by your actions and not by who/what hits you, all Paladins and Dreadknights have to do is kite and survive until they leave combat, then they escape worry free.
Because of the way mount hitboxes work, they usually get away. Because the horse is incredibly mobile, it usually only takes about 5-20 seconds after mounting to completely be out of danger.
HotFix/Fix:
Increase the warm-up of the mount skills to from ~1 to 3 seconds.
Increase the duration from 60 seconds to 2 minutes.
Increasing the warm-up means that even tanky dreadknights and paladins will think twice about trying to mount up to escape combat. It also allows for greater counterplay (interrupts/silences).
Lore-wise, mount skills for tanks are strong engage tools, not strong disengage tools.
Thoughts?
@Balance Team this is the new super jump (broken disengage abused by clever players)
Hop on a horse, start running, and 9/10 times you are safe.
Because being in combat is determined by your actions and not by who/what hits you, all Paladins and Dreadknights have to do is kite and survive until they leave combat, then they escape worry free.
Because of the way mount hitboxes work, they usually get away. Because the horse is incredibly mobile, it usually only takes about 5-20 seconds after mounting to completely be out of danger.
HotFix/Fix:
Increase the warm-up of the mount skills to from ~1 to 3 seconds.
Increase the duration from 60 seconds to 2 minutes.
Increasing the warm-up means that even tanky dreadknights and paladins will think twice about trying to mount up to escape combat. It also allows for greater counterplay (interrupts/silences).
Lore-wise, mount skills for tanks are strong engage tools, not strong disengage tools.
Thoughts?
@Balance Team this is the new super jump (broken disengage abused by clever players)