#Stampede

40 messages · Page 1 of 1 (latest)

naive vector
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Cost: 100 Crystal

Cooldown: 70 seconds

Description: All Juggerknights charge forward with their shield bash ability. If a juggerknight has the ability on cooldown, then he will do 50% less damage and will lose 20% move speed

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@obtuse wing @iron horizon @manic lagoon @gritty lance @void wadi @feral tapir

manic lagoon
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I mean

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Its super nieche

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Jugg only is wild

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I hate unit specific things

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Costs a ton and has a crazy cooldown

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Id say buff it

feral tapir
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Weak af

iron horizon
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Hella underpowered + it's just a bad spell

gritty lance
feral tapir
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Barely

obtuse wing
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Underpowered, and ever only in specific cases where you're fighting spearspam with juggspam is it good

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Actually, it's not even that good, it's just a waste of a slot

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Just UCing each and every one of them is just more effective + you don't get the debuffs from this afterwards

void wadi
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It is very situational and it is not worth the price.

plain beacon
iron horizon
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Even if this spell wasn't so underpowered, just using UC to charge would be better

feral tapir
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I think charge deserves a damage buff

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Even if it's locked behind an upgrade

thin niche
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Too expensive and it doesn't really buff jugs up nicely

An interesting thing would be to make em unstoppable while charging so they can just charge through everything

thin niche
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Maybe only about 20

iron horizon
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That's too much

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The thing that makes jugg charge good is the stun and the charge itself

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Hell, I think the damage could be removed and it'd still be the sole thing keeping juggs from being completely outclassed by spears

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Besides, juggs already have pretty good damage output, not need to give them even more damage

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Buffing charge damage up to 15 could be fine but any more than that is too much

dire sable
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Fr it should make juggs do 20 dps on their charge

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Or more

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To justify this

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So it’s a sudden burst of dps to scare away enemies or push on a point

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But the cost and stuff is still pretty fair

dire sable
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45 dps a charge

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Times four

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180 dps instantly into the fight

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And now my juggs are all the way behind the enemy and not protecting my other units

feral tapir
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How about declining dmg? 30 on first hit, 20 on 2nd hit, 10 on the 3rd/last hit