Stampede & Warcry improvement suggestion

Separately from my other Warrior (Titan) feedback thread, I'd like to suggest a few things for Stampede & Warcries.

Stampede:

Mostly Titans end up on this build, as it's the most viable build at the moment. I love Stampede myself, have over 100 hours playing it already on my lvl 83 Titan, but it needs improvement.

1. Stampede needs to pass through enemies and knock them down while doing so (or at least knock them to the side, so its pathing doesn't change so drastically (https://streamable.com/lydyln)). (apart from bosses of course).
- I have been in hundreds of situations already, where I can't Stampede a pack and my character goes over to the side in a completely different direction and Slams into the nothingness.

2. Stampede's pathing needs to be based on the player's cursor.
-Currently, Stampede's path attempts to be a straight line, but let's say I want to use Stampede for Trial of Sekhemas or Trial of Chaos - I can't, because more often than not I miss rares/bosses and I end up in traps, with the current pathing, so Stampede needs to follow the player's cursor, so theoretically, we should be able to Stampede in a circle if we wanted to and end up slamming our starting point.
-Taking into the account the above, the support Momentum needs to be reworked carefully, so it accounts for moving more than 2 meters, even though we spin in circle and ended up on Slamming our starting point, so we still get the 40% damage increase.

3. Warcries. We should be able to cast warcries while channeling.
-I want to be able to cast Warcry, while I am channeling Stampede, because currently, I have to use Stampede, then cast Warcry, then cast Stampede again, which is not viable in some situations, such as high level breaches / delirium, because it takes too much time to cast Warcry and sometimes you end up surrounded by enemies and don't have time to Stampede, which makes the warcry obsolete, so you just Stampede around, which is not optimal, because you could have buffed it on cooldown with, let's say Infernal Cry. And yes, investing points into Warcry speed is a solution, but the tree is already difficult to sort out, with the stun build ups, armor breaks, STR coverage for Giant's blood, if you're running that.. There just has to be a better solution, than ending up in a situation where you can't afford to stop and cast a Warcry, because you'd die. Adding some Knockback mechanic or something that renders anything in close distance to you incapacitated for 0.5 seconds, so your character can finish its action and you can cast your main skill again, without dying, is another solution.

4. Stampede should scale better from attack speed % increase modifiers (Martial Tempo (+25% attack speed)).
-Currently, the difference between using Martial Tempo and not using it is pretty slim, almost unnoticable, so Stampede, and all Slam abilities for that matter, should scale more from Attack speed modifiers.

That's it for now. If anything, I think Stampede's rework will bring the biggest difference to gameplay for people and Titan will become much more enjoyable than it currently is. It definitely needs to pass through enemies (imagine an Elephant Stampeding and being stopped by a random mob at a door..what) and be guided by the player's cursor.
Last edited by TheseViolentDelights#1049 on Dec 20, 2024, 12:21:02 PM
Last bumped on Dec 20, 2024, 12:15:20 PM
In addition, you can make it so while Stampeding with a Shield equipped, it counts as a "Raised Shield".

I mean, it would make sense, given that you're literally charging with your shield in front of you.. Kind of weird to be taking hits, at least from the front, while doing that..

I do not think the lack of collision would be a good thing. However, I think a good compromise might be to alter an existing support gem or create a new one that allows for a heavy stun to be placed if the meter is filled, and if it results in a heavy stun, add knockback and 20% more damage.

Then make getting collided with in Stampede finish the stampede animation early.
"
I do not think the lack of collision would be a good thing. However, I think a good compromise might be to alter an existing support gem or create a new one that allows for a heavy stun to be placed if the meter is filled, and if it results in a heavy stun, add knockback and 20% more damage.

Then make getting collided with in Stampede finish the stampede animation early.


Finishing the animation early sounds good.
However, why do you think no-collision would be a bad idea? Currently the path of Stampede changes dramatically if you run in a tight spot against monsters.. you even go in the opposite direction sometimes.
You dont need no collision, you need more/better collision imo. Stampede should push monster slightly to the side to open a path for you, make that change and it would be the coolest skill EVER.
"
You dont need no collision, you need more/better collision imo. Stampede should push monster slightly to the side to open a path for you, make that change and it would be the coolest skill EVER.


Well, it might work, but something definitely has to be done.
Look at what's going on right now, man.. it's horrible. :D
https://streamable.com/lydyln

I'll report this as a bug actually.. It can't be by design..
Last edited by TheseViolentDelights#1049 on Dec 20, 2024, 12:19:53 PM

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