View Full Version : Coop Strike Rework?
Faildozer
06-25-2011, 07:09 PM
<p>Im fine with the thought of one tank shouldnt be able to tank everything but I would like to see how the mechanic works maybe revisited. What would be a pretty easy change would be make it if they are targetting the same person for more than 3-5 seconds then they can start doing 200% damage but give a bit more of a buffer. Something like this wouldnt break any current mechanics and adds would still have to be OT'd it just would prevent instant gibbing of the tank on encounters.</p><p>Would like to see how other people feel about this mechanic.</p>
Morghus
06-25-2011, 07:12 PM
<p>There should at least be a little bit of room for error. I mean, we all know the scrips/reactions are server side vs what we see since NPCs don't lag but players do.</p><p>Alot of times, one will spawn on top of the tank and instantly target and kill them, or the enemy will be held by a different tank, and still kill the first one with their AOE autoattack or AOE combat arts.</p>
circusgirl
06-28-2011, 01:33 PM
<p>It would be nice if adds which span throughout the fight could cast cooperative strike on themselves two seconds after they spawn. That would give OTs time to grab them if they spawn on top of the MT.</p><p>With that said, I don't think it's actually a problem. Every fighter has some sort of tsunami-like ability, deathsave, or at the very least a healer who can tsunami/deathsave them to give them a bit of wiggle room whenever the adds spawn.</p>
Geothe
06-28-2011, 01:48 PM
<p>I think there needs to be more of a delay before Coop strike becomes active on mobs.</p><p>Doing HM Kolsk last night, and the MTs were getting killed by Coop strike before the adds even rendered on anyones screens. Throughout the night.</p>
Banditman
06-28-2011, 02:26 PM
<p><cite>Vinka@Antonia Bayle wrote:</cite></p><blockquote><p>With that said, I don't think it's actually a problem. Every fighter has some sort of tsunami-like ability, deathsave, or at the very least a healer who can tsunami/deathsave them to give them a bit of wiggle room whenever the adds spawn.</p></blockquote><p>For you, on AB, maybe it isn't a problem.</p><p>For us poor schmucks who are still languishing on crap hardware, it most definitely is a problem. These adds can spawn, strike and kill before they even render! Let alone have any sort of time to target and taunt.</p><p>Fighter (or any) deathsave will NOT prevent a Cooperative Strike death. The ability isn't just a single hit. It's a six second DoT that delivers 200% of max health instantly and every 3 seconds. I believe it absolutely was constructed that way to prevent the use of death saves.</p>
Kander
06-28-2011, 02:54 PM
<p><cite>Geothe wrote:</cite></p><blockquote><p>I think there needs to be more of a delay before Coop strike becomes active on mobs.</p><p>Doing HM Kolsk last night, and the MTs were getting killed by Coop strike before the adds even rendered on anyones screens. Throughout the night.</p></blockquote><p>Agreed. We are in the process of adding a delay to all coop strike effects. Will be very soon.</p>
Corydonn
06-28-2011, 03:03 PM
<p><cite>Kander wrote:</cite></p><blockquote><p><cite>Geothe wrote:</cite></p><blockquote><p>I think there needs to be more of a delay before Coop strike becomes active on mobs.</p><p>Doing HM Kolsk last night, and the MTs were getting killed by Coop strike before the adds even rendered on anyones screens. Throughout the night.</p></blockquote><p>Agreed. We are in the process of adding a delay to all coop strike effects. Will be very soon.</p></blockquote><p>If you are going to be doing this, Can you look into the first named of Sullon's Hardmode? When the named splits into two they both have co-op strike and if one happens to port to the offtank during their port ability, It instantly kills the other tank with a co-op which is pretty luck based and meh in my opinion.</p>
Kander
06-28-2011, 03:32 PM
<p><cite>Corydonn wrote:</cite></p><blockquote><p><cite>Kander wrote:</cite></p><blockquote><p><cite>Geothe wrote:</cite></p><blockquote><p>I think there needs to be more of a delay before Coop strike becomes active on mobs.</p><p>Doing HM Kolsk last night, and the MTs were getting killed by Coop strike before the adds even rendered on anyones screens. Throughout the night.</p></blockquote><p>Agreed. We are in the process of adding a delay to all coop strike effects. Will be very soon.</p></blockquote><p>If you are going to be doing this, Can you look into the first named of Sullon's Hardmode? When the named splits into two they both have co-op strike and if one happens to port to the offtank during their port ability, It instantly kills the other tank with a co-op which is pretty luck based and meh in my opinion.</p></blockquote><p>Absolutely.</p>
Faildozer
06-28-2011, 08:54 PM
<p>Thanks Kander. I agree content is obviously doable as is, just some unnecessary insta gibbing going on that really isnt due to the script being circumvented just the add spawning and attacking somebody before anybody else can do anything.</p>
vBulletin® v3.7.5, Copyright ©2000-2025, Jelsoft Enterprises Ltd.