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- Dreadnaughts - Suggested remedy
Dreadnaughts - Suggested remedy
Warhammer 40K DiscussionSuggested improvement for Dreadnaughts.
Would hav eincluded this on the end of another post but forum wouldn't let me reply with anythign too long. As the fights are admittedly slow/// I feel they should have a rotation of abilities that are dodged or interrupted for eg. Perhaps a behavioual pattern so they will move away and then charge every x amount of time? - Just somethign that forces the player to interact with the fight instead of standing there shooting!
I think best scenario is a series of attacks
1 - Placement marker with missile lock to be dodged / animation for huge cannon spray and the need to dodge.
2 - intermittent charges (i've only seen 2 in about 20 hours of play) - With a windup time and a 2 second stun/stumble inflicted when they miss
3 - I feel like they should attempt to reposition themselves form ranged to melee and alternate base don some cooldowns, so there are brief moments that favor a mellee and moments that favor a ranged character per fight.
4 - Perhaps once a shield is down (the yelow bar? - not sure if that's suppression?) they should change their behaviour...
3 - Give them a large melee swing with a slow windup that we need to dodge.
in summary, make them do things :D walking at you and shooting then smacking you is a bit dull :)
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also another idea... targeting lazer before missile volley... that way you can see a clear line of whereit's going and doge! Or stick to ground targeters :D just something!
Can't have Crusaders dodging in and out of combat - that is going to be left for the Assassin to do :D
Set this current order state as My default.