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Juggernaughts and other suggestions..
#1
Something needs to be done with this class. I get the idea of it being an unstoppable force on the battlefield being able to take tons of damage throughout a fight, yet it's probably the worst of all the different hero classes. It has no special weapons, all the armour that makes it unique is barely better than the armour of other hero classes and it has no niche to fill.. The Juggernaut should be the class that takes on the big targets in close combat, where the RG holds enemies in a choke point, the Zweihander should be doing all the damage ripping apart enemies that enter the choke point behind the protection of the RG. The Legionary should be a support class, able to take out enemies at an intermediate range with thrown projectiles, but also able to help slash or fill the gap if a shielder falls. That leaves the Juggernaut to do what..? I think as stated above the Jugg should be the one that takes on the big targets, able to take massive amounts of damage and stay in the fight. How would this work? Well I have a few suggestions:

  1. Make armour for the Jugg more powerful and more easily available without needing tons of money or luck to get it, considering it's a vital part of the Jugg's class.
  2. Make armour for the Jugg FAR superior to anything else, it should be extremely strong but should also make the player slow (and I mean on the closer side to walking, Juggs should be SLOW).. 
  3. This idea of a slow hulking monster should also apply to weapons, heavy 2 handed weapons should be the Jugg's speciality including heavy mauls, resulting in enemies being knocked down however due to the slowness of the weapon and the Jugg resulting in less overall damage output compared to that of a Zwei. (it would also be cool if the Jugg got access to weapons that did more AOE damage, not in the sense of massive damage, but when a Jugg swings his weapon it would knock down 3-4 enemies at once.)
  4. The Jugg should be the last one standing when all the defences have fallen, and as it will be slow and will have to take on lots of targets, I suggest this class be the only one that has regenerative healing on it's own main health bar and have it's health modified by it's total armour. Now this will have to be balanced and I don't suggest having a Jugg regain so much health that they can swing non-stop. But it should be enough to heal the Jugg after taking low levels of damage from arrows, and should be enough to heal sufficiently when blocking enemy attacks.
Some other ideas I have:
  1. Kneeling. This would make the use of pavise shields more useful, it would also allow shielders to duck down and block, allowing for more room for slashers and pole-arm users to get involved in holding the front.
Other ideas and critiques are welcome Smile.
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Juggernaughts and other suggestions.. - by darnocslew - 17-02-2019, 07:01 PM



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