Most of the abilities that were overpowering and just plain stupid such as ramapage, GTDC, WoDS or a stack of offensive staystics like WS and receiving additional defensive bonuses were thankfully nerfed.
Only one thing really remained to be improved - Marauder pull ‘Terrible Embrace’.
I omit that it can be used bypassing maximum range or through a wall or over a fence. I understand that this is a bug and not an intended action.
But the most unfair aspect of this ability is the lack of CD when the ability is not used.
Currently, a marauder who is interrupted while casting the ability can already try again in the next second.
This makes interrupting the use of the ability pointless because it only delays it by a second or two.
In my opinion the solution would be to add a cd after the ability is interrupted 5 sec or 10 sec.
[Marauder] Terrible Embrace
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In this section you can give feedback and share your opinions on what should be changed for the Return of Reckoning Project. Before posting please make sure you read the Rules and Posting Guidelines to increase the efficiency of this forum.
[Marauder] Terrible Embrace
Hurub Chopa 80+ / Wybrany Chosen 80+ / Mroczniak BG 60+ / Alubercik BO 50+ / Doczek DoK 80+ / Hurubek Zeal 80+ /
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 70+ / Alubert KTB 80+ / Mnich WP 60+ / Kregi SL 60+ / Uposledzonyjez IB 40+
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 70+ / Alubert KTB 80+ / Mnich WP 60+ / Kregi SL 60+ / Uposledzonyjez IB 40+
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Re: [Marauder] Terrible Embrace
Agreed, same goes for stealth from WH/WE. All channeled abilities should go into cd when interrupted while casting.
This would finally make taunt and other interrupt skills useful, especially now that iirc pulls/bumps are not interrupting channels anymore.
This would finally make taunt and other interrupt skills useful, especially now that iirc pulls/bumps are not interrupting channels anymore.
Re: [Marauder] Terrible Embrace
+1 This should be easy to do and make order tanks more useful.
And maybe add a range check at the end of animation to stop pulls through walls, hills, doors etc
And maybe add a range check at the end of animation to stop pulls through walls, hills, doors etc
Bright Wizard: Chandrra Nalaar, 80rr (shelved)
Shadow Warrior: Amarant, 52rr
Knight of the Blazing Sun: Aurorra Morningstar, 61rr
White Lion: Niacris, 84rr
Shadow Warrior: Amarant, 52rr
Knight of the Blazing Sun: Aurorra Morningstar, 61rr
White Lion: Niacris, 84rr
Re: [Marauder] Terrible Embrace
I could not agree more. Very good Idea! It can be very hard to target the Mara pulling if they are in the middle of their grp. so detaunting the pull is challenging already. There is a cooldown on my detaunt.. but they get to pull again and I cannot do anything.
Re: [Marauder] Terrible Embrace
Give squigs back their proper increased ranged from Path Of Quick Shootin' and we'll talk.
We wouldn't want shadow warriors being able to shoot things from 110 feet away now either would we? We should change that.
We wouldn't want shadow warriors being able to shoot things from 110 feet away now either would we? We should change that.
[3 years on Live = Volkmar > Ironrock > Gorfang > Badlands]
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- Sinisterror
- Posts: 931
Re: [Marauder] Terrible Embrace
Adding cooldown to interrupted casted abilities makes no sense. No one would get any 3s casts through like boc or festering arrow if they were added cooldown if interrupted OR if you jump to cancel your own cast, now it has cooldown? think for 1 minute and this is obvious.
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz
- Scragmuncher
- Posts: 47
Re: [Marauder] Terrible Embrace
Unfortunately it's kinda impossible to have this conversation. Desto players are very defensive of this very broken ability.Alubert wrote: ↑Tue Nov 12, 2024 12:31 pm Most of the abilities that were overpowering and just plain stupid such as ramapage, GTDC, WoDS or a stack of offensive staystics like WS and receiving additional defensive bonuses were thankfully nerfed.
Only one thing really remained to be improved - Marauder pull ‘Terrible Embrace’.
I omit that it can be used bypassing maximum range or through a wall or over a fence. I understand that this is a bug and not an intended action.
But the most unfair aspect of this ability is the lack of CD when the ability is not used.
Currently, a marauder who is interrupted while casting the ability can already try again in the next second.
This makes interrupting the use of the ability pointless because it only delays it by a second or two.
In my opinion the solution would be to add a cd after the ability is interrupted 5 sec or 10 sec.
Knutkrusher - The man, the myth, the dead body on the floor.
Re: [Marauder] Terrible Embrace
Simple solution then, make it a channelled ability rather than a casted one. Channelled abilities already go on cooldown when interrupted.Sinisterror wrote: ↑Wed Nov 13, 2024 3:44 am Adding cooldown to interrupted casted abilities makes no sense. No one would get any 3s casts through like boc or festering arrow if they were added cooldown if interrupted OR if you jump to cancel your own cast, now it has cooldown? think for 1 minute and this is obvious.
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- Sinisterror
- Posts: 931
Re: [Marauder] Terrible Embrace
Yes because channels are instant dmg/heal + the over time direct dmg/heal hits. So from channeling you are guaranteed to get at least 1 hit or heal before it can even be canceled. Imo better solution is to get Disorient Effects working on melee skills again. Like 025-075s increased cast time on instant/melee skills. Silence interrupts marauder pull as well btw.3Form wrote: ↑Wed Nov 13, 2024 9:58 amSimple solution then, make it a channelled ability rather than a casted one. Channelled abilities already go on cooldown when interrupted.Sinisterror wrote: ↑Wed Nov 13, 2024 3:44 am Adding cooldown to interrupted casted abilities makes no sense. No one would get any 3s casts through like boc or festering arrow if they were added cooldown if interrupted OR if you jump to cancel your own cast, now it has cooldown? think for 1 minute and this is obvious.
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz
Re: [Marauder] Terrible Embrace
This looks interesting.Sinisterror wrote: ↑Wed Nov 13, 2024 10:31 amYes because channels are instant dmg/heal + the over time direct dmg/heal hits. So from channeling you are guaranteed to get at least 1 hit or heal before it can even be canceled. Imo better solution is to get Disorient Effects working on melee skills again. Like 025-075s increased cast time on instant/melee skills. Silence interrupts marauder pull as well btw.3Form wrote: ↑Wed Nov 13, 2024 9:58 amSimple solution then, make it a channelled ability rather than a casted one. Channelled abilities already go on cooldown when interrupted.Sinisterror wrote: ↑Wed Nov 13, 2024 3:44 am Adding cooldown to interrupted casted abilities makes no sense. No one would get any 3s casts through like boc or festering arrow if they were added cooldown if interrupted OR if you jump to cancel your own cast, now it has cooldown? think for 1 minute and this is obvious.
I didn't know it was like that in the past.
How exactly did it work?
Hurub Chopa 80+ / Wybrany Chosen 80+ / Mroczniak BG 60+ / Alubercik BO 50+ / Doczek DoK 80+ / Hurubek Zeal 80+ /
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 70+ / Alubert KTB 80+ / Mnich WP 60+ / Kregi SL 60+ / Uposledzonyjez IB 40+
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 70+ / Alubert KTB 80+ / Mnich WP 60+ / Kregi SL 60+ / Uposledzonyjez IB 40+
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