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originally posted in: Please fix shoulder charge in PVP
9/22/2017 3:45:59 AM
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At the absolute least the charging melee attacks need to have their recovery window reduced significantly. For an ability that requires a sprinting build up to hardly tickle the health of the person I slam into, only for them to casually spray or melee me to death before I regain control of my character, really puts them into a position of being mostly useless in PvP. Certainly not practical in a lot of situations. Yes, in D1 it was ridiculous that you could chain tackle people and one shot them, but you should have either applied the cooldown OR the damage reduction, not both.
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  • Titan main here. It's meant as a finisher when someone runs away and you continue to chase. It's also great for maneuverability and that's what you guys need to use it for. A quick dash in a direction to either get behind cover or pursue a fleeing opponent. It's not meant to be a real damage dealer or a lead off in an engagement.

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    You aren't catching up to somebody who turns tail and runs around a corner especially as a Titan in time for your charge to be an effective punish before either health recovery kicks in or you run into one or two of his pals. Follow-up shots are almost always going to be the answer. Interesting theory, but I don't believe these were designed intentionally as a finisher. One of our melee abilities isn't meant to be a damage dealer? No words.

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  • It can be. But I use it differently. And I wouldn't like to see it changed. It's fine as is.

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    Respectfully disagree, and changes that would bring these abilities into a more positive position wouldn't have any impact on your ability to use them as you will.

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