Honestly, Knockout is too weak and too short and Trample is pretty much useless because it doesn't grant enough super energy per kill.
Please, buff the duration the of Knockout and increase melee speed while Knockout is active and increase the super energy granted by kills with Trample.
Also, Frontal Assault doesn't really fit with the rest of the skill tree imo. It temporarily buffs your weapon while the rest of the skill tree is based around meleeing. I think it should be replaced with the Storm Fist perk from D1.
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15 RepliesEdited by A Tigerstorm: 6/1/2018 12:59:09 AMHonestly I feel like Titan as a whole needs a few reworks. Such as.... Titans [i][b]Sunbreaker[/b][/i] -Hammer travel arc increased by 10% Code of the Siegebreaker -Sol Invictus will now begin health recovery instead of a portion of health for every grenade and Melee kill. Super health recovery unchanged -Fixed an issue where the melee was not outputting damage correctly or just buffed the damage of the melee -Sun warrior: Boosted the effect in which you regain your grenade and melee by 19% -Sunspot damage increased by 10% Code of the Fire-Forged -Explosive pyre will be activated on all ability kills -Tempered Metal also slightly increases your sprint speed -Explosions from Vulcan’s Rage explode by .7 seconds [i][b]Striker[/b][/i] -Lightning grenade charge up time is decreased by .5 seconds -Flashbang grenade blast radius is increased Code of the Juggernaut -Knockout has a longer timer. -Energy gained back while in FoH increased [i][b]Sentinel[/b][/i] -Voidwall grenade lasts longer by 3 seconds (applies to Nightstalker as well) -Voidwall damage increased -When activating sentinel block during PVE, enemies will aggro onto you Code of the Aggressor -Superior Arsenal will grant 5% more grenade energy Code of the Protector -Ward of Dawn has increased health (so that when a full team shoots it with energy weapons, it doesn’t go pop so fast) -Grants a timer (such as a health buff above your weapons hud) to see how long until your ward of dawn is destroyed on your buff screen -When Ward of Dawn is destroyed, or takes incredible damage, it will generate 2 more orbs of light (Aka like a rocket hitting it, or that striker who doesn’t leave you alone. Like ever.)
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Edited by DuBChiri2: 6/3/2018 7:58:35 AMKnock out is fine but trample sucks. It cost more energy to use it than to not. WHY have a weaker fist of havoc for 8 slams, when I can do 6 with aftershocks. Trample needs to work on equivalent to dawnblade or better because of how close you have to get. Not to mention it also has a ridiculous cooldowns on it that's like a second long. Maybe make frontal assault a more powerful charged melee. There's nothing worse than a melee class that sucks at melee, am I right? Maybe have the healing melee grant a little chunk of health AND regen. It's already an effective perk, but still tanks against multiple targets. Running with trample should extend its duration (Like it used to say in the beta)
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5 RepliesUm..... you know how much stability knockout gives ? Here is the answer.... A LOT. By A lot I mean AAAAAA LLLOOOTTTTT as in it gives Hardlight or Halfdan-D little to no vertical recoil. How the hell is that weak ?
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Give it death from above
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Shoulder charge needs a huge buff
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Ya it's pretty garbage at the moment, they really want us to punch stuff but nerfed melee into the ground at the same time...
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Edited by Deadman692435: 6/2/2018 3:14:44 AMNo rework ALL titan subclasses
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1 ReplyKnockout is free Synthoceps. Frontal Assault combined with Insurmountable Skullfort makes Antiope D into a Huckleberry. Or wear Antium War Rig with a Origin Story and Galahad and make great use of th Rampage perk. Trample is awesome for multiple waves of smaller enemies. Reversal procs on ALL melee, not just with ability.
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1 ReplyKnockout lasts more than long enough for how easy and reliable it is to proc. I do have to agree that Frontal Assault does feel incongruous to the reason of the perk set.
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3 RepliesDidn't they nerf trample for no good reason lmao
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8 RepliesI think Knockout's fine where it's at. And when you pair Juggernaut with Skullfort in PvE, you become an unkillable beast that never has to reload and always has max stability and handling(maybe just ADS speed and not weapons swap speed though). I don't reccomend this in Nightfalls or encounters where Hammers are much better. But this is my favorite loadut on Titan for Campaign, Patrols, Strikes, etc.