Rooting Abilities - Make them all the same.

4 posts · 2007-01-05 05:15:00 to 2007-01-08 20:24:00

#36300133365 01/05/2007 05:15 Rooting Abilities - Make them all the same.

So we all know that some trees have abilities that cause root, but certian trees have differant roots than others. I am wondering what you all think of making roots all work the same? For gunmen there is  a root that does not break with damage, for mkt their roots do break with damage. Should they stay as they are, or should they all be broken by damage or not broken at all and let the duration timer run out?

#36300133879 01/05/2007 20:41 Re:Rooting Abilities - Make them all the same.
Mave wrote:
Garu wrote:

Personally I think that lower level roots should break on damage and higher level rooting moves should not break with damage.  The higher level the move, the better it should be.

imho.


QFMFT!

I wish Paralyzing Throw was this way...considering it's a very high level root ability.


I agree, with how far down it is, there should be more to it.
#36300134024 01/06/2007 04:12 Re:Rooting Abilities - Make them all the same.

I believe that any type of damage breaks them, though I can't say for sure. I use either slows or roots, I don't think I've used them in conjunction unless I was freefirin with everything I had, then I just don't pay attention to anything but damage.

I'd be perfectly happy if they took away some MKT slows and added a root that doesn't break with damage.

#36300136016 01/08/2007 20:24 Re:Rooting Abilities - Make them all the same.
Mave wrote:

 Yeah we should revamp some of these rooting rules. Personally, I like the idea of the higher the level the rooting ability is, the stronger the root should be. I'll pick Spy for an example.

Crippling Throw - 12 Second root. Should be broken by damage.
Paralyzing Throw - 8 second root. Not broken by damage.

I like that a lot and I think that's acceptable.