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Get rid of the current Fleet of Foot

  1. #51
    My suggestion would be that;

    Cool down:Rather than a on/off skill make the skill like "speed fiends" skill of raptors.Use only and leave it skill which has a cool down for a second use(even that can be left out when it is untoggleable).That provides two things

    -Still gives the ability the eldar to outrun in certain circumstances
    -Because it can not be toggled.The eldar has to wait or deal with the FOF accuracy reduce through the process.

    And if anybody thinks that FOF isnt overpowered in the hands of a good player I want my WA Guardsmen back .(Also with ripped of content )

  2. #52
    Member Rotlung's Avatar
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    Sorry to bump. We have all tried the new Fleet of Foot in DoW2. It seems to work pretty fine, at a slight energy cost (think mana from Warcraft III) and has a cooldown. It features no accuracy penalties so it's really a "speed fiends"-like ability.

    Supposing we can borrow the DoW2 version and apply it in a DoW context, how likely would this help in fixing Eldar problems, and to what extent?
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  3. #53
    Thats probably a good idea but not giving any penalties on the move would be a huge buff to the current situation.But eventually some energy cost or especially cooldown would be great.

  4. #54
    Member Akagi_Ryu's Avatar
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    It wouldn't be that much of a buff concidering competent players can run all day long and shoot anyway and with this little change the poor Eldar will have to take the ocasional brake.
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  5. #55
    Member Rotlung's Avatar
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    By energy I suppose you meant Power, because there is no Energy/Mana in DoW.

    There would be a cooldown needed of course. The objective is not to make it ultra-viable for dancing, but rather to give Eldar the mobility boost across greater distances, occasionally using it for combat and dancing if they aren't planning to make great leaps.

    The availability of webway gates will mitigate this of course, so the cooldown needs to be reasonably long.

  6. #56
    The flying one corncobman's Avatar
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    So make it a timed ability with a cooldown of say 20-30 seconds and last 5-10 seconds?
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  7. #57
    IMO the problem is the general speed. Make all fof movement 20.
    Fixed.
    A cooldown would also help I agree, just I think that it wont entirely solve the whole "elf cannot be ambushed" problem.

  8. #58
    Quote Originally Posted by Hawillis
    IMO the problem is the general speed. Make all fof movement 20.
    25% movement speed increase instead of 50%?

    Hmm. CoW Banshees moving at 25 speed in T2 instead of 30 speed. I can live with that; Stats wise they're are good anyway, but it would put their speed back on par with Jump Infantry (who move at 24), rather than being noticibly superior (30 speed as is at the mo).

    As for T1, well that means Banshees at 20 speed, instead of 24, which I can also live with seems they are not jump infantry, and 20 speed seems to be what non-jump melee specialist tend to get in T1 (Kroot, Mandrakes).

    To make it fair though, you'd have to have it so FoF no longer reduces melee accuracy on Banshees.

  9. #59
    I don't mind FoF.

    What I do mind, is anyone half decent can use it like an on/off switch. Making it a special ability with a cooldown sounds good to me.

    Still, what is the point in discussing any sort of balance issue for SS? At a push, AutoMatch "might" get fixed but that's all that will be changed now.

  10. #60
    Member Rotlung's Avatar
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    Well, one can only hope. DoW2 served as a test ground of some sort for FoF.

  11. #61
    Feel lucky that Relic actually improved FoF for DOW2, instead of making it a toggle-able free ability for all DOW2 elves.

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