Recent Topics

Ads

ASW vs WE fights

A place for people to post their RvR or PvE videos.
Just hope you're not the target :)
Forum rules
Before posting on this forum, be sure to read the Terms of Use
vipevox
Posts: 49

Re: ASW vs WE fights

Post#41 » Sun Aug 17, 2025 9:14 am

Stinksuit wrote: Sun Aug 17, 2025 9:05 am
vipevox wrote: Sun Aug 17, 2025 8:53 am
Stinksuit wrote: Sun Aug 17, 2025 8:50 am

Biggest reason why WE/WH slow dagger/gunshot snare worked better before was because there was no real reason for people to strafe. You could just run normally and shoot arrows from you bum so most didn't bother with strafing. I can't say I agree that doing very basic MMO movement is ''exploit''. There are things WE/WH can do to make the chance for the snare to proc higher, which I explained in this thread already and I know its much worse than what it used to be since I have also played my WE before and after the changes. :)
Of course, I know about the delayed daggers, but I'm still talking about something else. And I've updated my answer above.
If you're not talking about the throwing dagger/gunshot that slows then I'm not sure what it is about :D

The movement or jumping alone doesn't prevent any enemy spell casts like for example how jumping used to cancel mara pull. Atleast I am not aware of anything like that and none of the people I asked about this were either. If you know some enemy casts that get interrupted by jumping or movement its probably a good idea to bug tracker it and hopefully there is a fix to it. Only thing that comes to my mind are the melee channels that get instantly cancelled if someone moves out of range or to the side enough so the cast is not within the hit range. Ofcourse that can be done for range channels too but the radius is much bigger than it is for melee channels.
Yes, at the moment I am talking about the example on WE daggers. And about the fact that the old system in this regard worked more correctly than it works now. As a variant of the correction, I wrote that it is possible to expand the zone, as it is done, for example, with a blow to the back and armor penetration, which according to the description works from behind, but in fact from the side. The same can be done with a dagger.

Ads
User avatar
Stinksuit
Posts: 309

Re: ASW vs WE fights

Post#42 » Sun Aug 17, 2025 10:35 am

vipevox wrote: Sun Aug 17, 2025 9:14 am
Stinksuit wrote: Sun Aug 17, 2025 9:05 am
vipevox wrote: Sun Aug 17, 2025 8:53 am

Of course, I know about the delayed daggers, but I'm still talking about something else. And I've updated my answer above.
If you're not talking about the throwing dagger/gunshot that slows then I'm not sure what it is about :D

The movement or jumping alone doesn't prevent any enemy spell casts like for example how jumping used to cancel mara pull. Atleast I am not aware of anything like that and none of the people I asked about this were either. If you know some enemy casts that get interrupted by jumping or movement its probably a good idea to bug tracker it and hopefully there is a fix to it. Only thing that comes to my mind are the melee channels that get instantly cancelled if someone moves out of range or to the side enough so the cast is not within the hit range. Ofcourse that can be done for range channels too but the radius is much bigger than it is for melee channels.
Yes, at the moment I am talking about the example on WE daggers. And about the fact that the old system in this regard worked more correctly than it works now. As a variant of the correction, I wrote that it is possible to expand the zone, as it is done, for example, with a blow to the back and armor penetration, which according to the description works from behind, but in fact from the side. The same can be done with a dagger.
They could change it to work that way but thats upto the devs and doesn't have anything to do with jumping. I guess its just getting confusing that we are talking about different topics or something at this point :D

vipevox
Posts: 49

Re: ASW vs WE fights

Post#43 » Sun Aug 17, 2025 11:35 am

Stinksuit wrote: Sun Aug 17, 2025 10:35 am
vipevox wrote: Sun Aug 17, 2025 9:14 am
Stinksuit wrote: Sun Aug 17, 2025 9:05 am

If you're not talking about the throwing dagger/gunshot that slows then I'm not sure what it is about :D

The movement or jumping alone doesn't prevent any enemy spell casts like for example how jumping used to cancel mara pull. Atleast I am not aware of anything like that and none of the people I asked about this were either. If you know some enemy casts that get interrupted by jumping or movement its probably a good idea to bug tracker it and hopefully there is a fix to it. Only thing that comes to my mind are the melee channels that get instantly cancelled if someone moves out of range or to the side enough so the cast is not within the hit range. Ofcourse that can be done for range channels too but the radius is much bigger than it is for melee channels.
Yes, at the moment I am talking about the example on WE daggers. And about the fact that the old system in this regard worked more correctly than it works now. As a variant of the correction, I wrote that it is possible to expand the zone, as it is done, for example, with a blow to the back and armor penetration, which according to the description works from behind, but in fact from the side. The same can be done with a dagger.
They could change it to work that way but thats upto the devs and doesn't have anything to do with jumping. I guess its just getting confusing that we are talking about different topics or something at this point :D
Yes, it's already a bit confusing) Of course, I'm not talking about jumps, but sideways movements, which do not allow you to slow down the target with the knives in WE. But in the end, yes, my complaints (or rather wishes for corrections) are specifically to the developers who changed the ability system, but did not take into account a certain emerging exploit in movements and positioning. In any case, I liked the video and good luck in battles in RVR :)

Who is online

Users browsing this forum: No registered users and 1 guest