Yeah, the post above mine which immediately started allocating out the existing melee dps gap closers to the tanks, reserving the most versatile one for WAR. Then watch it immediately get reverted a half patch later because of player complaints that it's too hard to use, why can't we be like PLD. Back to three stacks, no cost, gap close to target we go.
I mean, there are are plenty of new and unique ways that you can make movement abilities that haven't really been explored. What about a forward jump with a speed boost, like Lost Impetus? What about a simple big speed boost? A stackable set of short distance dashes or rolls? Could you grapple hook a mob to you or vice versa? Can you charge into a mob/teammates and push them into a desired position? Can you levitate and cast spells while moving? Even in a MOBA game where characters may have relatively few abilities, it's not uncommon for at least one of those to be movement related and end up being a defining feature. It's surprising that they're just exploring this now, when there are endless possibilities. Granted, I will say that the standard gap closer to target is hands down far the lowest skillcap way of doing this, which is probably why it predominates. Can you imagine if most of them were actually required skillshots, like Shukuchi? The playerbase would have a conniption.
Either way, I would hate to see the amount of infighting that ensues from each tank job trying to obtain a better movement set than everyone else.



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