The Beastmaster nor Yakamaru were designed around a solo tank

Let me start off by saying that I understand that neither The Beastmaster nor Yakamaru were designed around a solo tank, but the plucky amongst us had found a way to do it. Pretty unsurprising to me, since very few of the community wish to tank anything and focus on maximum damage output.


The recent patch to Durzag has destroyed any attempts of "walking" him. A bittersweet change which I am grateful for, but dismayed about the execution. For those of you who aren't aware of the new "Trample" mechanic, when you occupy any square that the Beastmaster does you will be instantly hit with typeless damage for a percentage of your maximum HP every single tick until you get out or die. When his pets are dead, you will die in 3-4 ticks. This means you can easily die in two seconds or less when he drags the team in for his combo, since you're placed in a random square near Durzag when you're pulled in.


This needs to be changed since this anti-walk mechanic simply KOs people before they have a chance to react in many cases. Alongside the drag example I mentioned above, when Durzag walks over to you he more often than not walks around back and forth on top of you while he gets into a position to where he can melee you. This behavior often results in 1-4 trample ticks, which in turn easily kills whomever was planning on taking the heat at that time. After that, Durzag is more than happy to select new targets to walk all over in sequence until a majority of the team has been killed within 30 seconds. Of course, the damage can be blocked with Barricade, but not everyone is at 100% adrenaline with a shield equipped and the ability ready for use at all times. Oh, and good luck opening any charger cages that happen to be under the Beastmaster - you'll simply get ticked to death without Barricade. Signs of life are also useless since you'll die the tick after it actiaves.


I suggest that if you're planning to keep the anti-walk mechanic, make it slightly less punishing. Add a grace period of 1-3 ticks before you get hit by the initial stomp, and maybe a 1-tick delay in between stomps. If even that small of a chance of survival scares you, add the following effect:


If you're been under Durzag within the past 10 seconds, you'll instantly take the ticking damage as it is now if you dare walk under him again.


Eithe that, or make the trample tick every 1.2 seconds instead of the instant + every single tick mess it is now. It's lazy, not well-thought out, and far far FAR too punishing since it's very easy to have a significant number of the team obliterated in seconds for something that's simply not their fault. I wasn't trying to walk Durzag when I died - I simply wasn't standing on "the correct square" when he walked towards me. One now has to hope that the NPC pathfinding will not send Durzag all over you when you attempt to tank.

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