Praetorian offensive capabilities

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KittyHawkpilot019
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Re: Praetorian offensive capabilities

Post by KittyHawkpilot019 » 04 Jun 2018, 22:04

Sulaboy wrote:
04 Jun 2018, 21:54
It would still be a shotgun acid spit that can go over barricades. Plus praetorians still have their old acid/neuro spit which I haven't seen used as often since the change. It would make the ability more niche, and put the other back into relevance.
The acid/neuro spit isnt out of relevance; It is just as useful as the spray, they share the same effect (being acid) and stunning. But now I haven't seen nearly as much nuero spit as acid spray being used. Compare both spit / spray abilities, the spray is obviously better, despite them having the same (ish) uses
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Rohesie
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Re: Praetorian offensive capabilities

Post by Rohesie » 06 Jun 2018, 05:22

The problem with acid spray, as it currently stands, is that it lasts longer than the stun time and two burns are enough to take you from 100% healthy into crit.

Either reducing the damage or the duration of the acid pool would be simple ways to balance it.
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dasWurmtMich
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Re: Praetorian offensive capabilities

Post by dasWurmtMich » 11 Jun 2018, 22:22

The new prae is alot more broken then warriors to be honest. Acid spit is pretty much useless on the new prae scince your acid spray still recharges laughably fast. Prae is pretty much the best class at stopping/slowing down marine advances. They try to push? You acid spray the corridor and they all slip and get critted. Acid just dissapeared? Well too bad they have to cross your sticky resin spam field (pls dont nerf sticky resin tho) and are now easy prey for warriors/boilers/crushers. I abuse prae alot in recent time and it's just busted. Nerfing the acid spray cooldown further would be a good start.
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Re: Praetorian offensive capabilities

Post by FearTheBlackout » 12 Jun 2018, 14:14

It's just silly because if a Marine ends up INSIDE the cone, you have to wait to recover them. They can shrug off so much damage that it's not even worth focusing on Praetorians.
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Re: Praetorian offensive capabilities

Post by Symbiosis » 14 Jun 2018, 21:45

I hope tonight was a fine example of the absolute power of Prae acid.
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Re: Praetorian offensive capabilities

Post by Drownie » 14 Jun 2018, 22:40

Symbiosis wrote:
14 Jun 2018, 21:45
I hope tonight was a fine example of the absolute power of Prae acid.
It did, damn that was OP.
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Re: Praetorian offensive capabilities

Post by ghost120 » 15 Jun 2018, 08:25

Symbiosis wrote:
14 Jun 2018, 21:45
I everyday am a fine example of the absolute power of xenos.
Just had to fix it a bit...
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xXen0zS1ay3rXx
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Re: Praetorian offensive capabilities

Post by xXen0zS1ay3rXx » 17 Jun 2018, 21:58

After the nerf to their speed after aciding they aren't really an issue anymore. Back to being a fairly useless caste

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Re: Praetorian offensive capabilities

Post by TheDonkified » 17 Jun 2018, 22:07

xXen0zS1ay3rXx wrote:
17 Jun 2018, 21:58
After the nerf to their speed after aciding they aren't really an issue anymore. Back to being a fairly useless caste
Are you serious? Just because they can't go to the frontlines and spam acid doesn't mean their useless. In fact, they're far from useless, especially with support in chokepoints. They can completely stop marines pushes with their acid spray and inflict a serious amount of damage to the marines if they stun a whole bunch of them and then have other xenos kill/maim the marines.
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Re: Praetorian offensive capabilities

Post by Rohesie » 18 Jun 2018, 11:26

TheDonkified wrote:
17 Jun 2018, 22:07
Are you serious? Just because they can't go to the frontlines and spam acid doesn't mean their useless. In fact, they're far from useless, especially with support in chokepoints. They can completely stop marines pushes with their acid spray and inflict a serious amount of damage to the marines if they stun a whole bunch of them and then have other xenos kill/maim the marines.
You've just fallen into the bait of a troll. Check the posts of that user.
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Re: Praetorian offensive capabilities

Post by VortexGaming » 19 Jun 2018, 18:50

The delay to spray is a hard hit but prae is still good
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Re: Praetorian offensive capabilities

Post by roushguy » 22 Jun 2018, 22:38

I've played Prae for a long, long time. I like the acid spray. It's a GOOD ability, in theory. What I don't like about it are the following: That it's a floor-based spray, like a flamer. That it's so cheap to use plasma-wise. That it (now) requires a period of buildup to 'fire' it. I would suggest changing the Praetorian's special abilities to the following:
* Change it from a floor-based spray to a buckshot-like spit of its currently selected spit type.
* Remove buildup period
* Increase plasma cost to 150

These will force the Praetorian to use its acid blast wisely, in risky close situations if it misses, they're still going to be slowed down immediately following it, and will be incredibly vulnerable, allowing marines to punish it for a bad play.

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Re: Praetorian offensive capabilities

Post by Bekons » 01 Jul 2018, 15:15

Prae is still a mostly defense/supportive alium.
It doens't have the massive healthpool, but provides very needed pheramones. As for balance? Lol git gud.

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