Winterburn
Well-known member
I only found out about the experimental tumbling recently so I'm not too bothered with the new changes.
If it was up to me I would have made it a bit different. For starters I would have made the jump skill (only) determine how you tumble (jump score of 20 enables the jump forward and then roll animation, 30 jump would give you the side jump and roll animation and 40 into jump would give the backflip animation or whatever numbers that would be acceptable to the community). The tumble could be 8 sec cooldown but points into tumble would lower the cooldown, so 20 points would lower it to 6 sec, 30 points 4 sec and 40 points to 2 sec. That way ppl could not use it continously as before but if you play a character like a monk or rogue where you usually would put points into these skills you can still be and play a more acrobatic playstyle without it breaking immersion.
Like to hear from the community about my thought.
I should note that I have no experience of coding and such so I do get that this might be an undertaking that isn't on the table.
If it was up to me I would have made it a bit different. For starters I would have made the jump skill (only) determine how you tumble (jump score of 20 enables the jump forward and then roll animation, 30 jump would give you the side jump and roll animation and 40 into jump would give the backflip animation or whatever numbers that would be acceptable to the community). The tumble could be 8 sec cooldown but points into tumble would lower the cooldown, so 20 points would lower it to 6 sec, 30 points 4 sec and 40 points to 2 sec. That way ppl could not use it continously as before but if you play a character like a monk or rogue where you usually would put points into these skills you can still be and play a more acrobatic playstyle without it breaking immersion.
Like to hear from the community about my thought.
I should note that I have no experience of coding and such so I do get that this might be an undertaking that isn't on the table.
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