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Reroll destro

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Sulorie
Posts: 7223

Re: Reroll destro

Post#121 » Tue Feb 09, 2021 10:24 am

Nishka wrote: Mon Feb 08, 2021 8:58 am It seems like rerolling destro is the only way to play the game without tearing your hair out. The only problem is that playing destro is boring as hell. It feels like some kind of a debug mode with zero challenge or excitement. Especially when playing as RDPS. 1 less pull, 2 less pounces for order and telegraphed lion pull that you can see coming from miles away make the game super safe.
As a self-proclaimed veteran player you shouldn't give wrong statements about pounce. Why a 40ft random pull bothers you as order rdps with 100ft range? Because it punishes players, who don't move?
Dying is no option.

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Earthcake
Posts: 251

Re: Reroll destro

Post#122 » Tue Feb 09, 2021 10:36 am

Sulorie wrote: Tue Feb 09, 2021 10:24 am Why a 40ft random pull bothers you as order rdps with 100ft range? Because it punishes players, who don't move?
Because not everything in the game is fighting in an infite open space area.
Let's talk cities for exemple, how many rdps are actually playing with 100ft range ? Not many at all.
And even if they were, when they have to interrupt a flag capture for exemple, they have to be in range of that flag, it's VERY easy for a choppa (or anyone else) to move between the flag and the rdps.

Sulorie
Posts: 7223

Re: Reroll destro

Post#123 » Tue Feb 09, 2021 11:29 am

Earthcake wrote: Tue Feb 09, 2021 10:36 am

Because not everything in the game is fighting in an infite open space area.
Let's talk cities for exemple, how many rdps are actually playing with 100ft range ? Not many at all.
And even if they were, when they have to interrupt a flag capture for exemple, they have to be in range of that flag, it's VERY easy for a choppa (or anyone else) to move between the flag and the rdps.
This seems to be only a problem, when your whole city warband is full of rdps and lacks any frontline.
BW are supposed to be close to enemy to bomb.
Engi are in pull spec, so not full glass cannon sniper spec either.
SW can swap to assault stance to boost armor and all 3 are supported by tanks to guard, so what is the problem of being pulled?
Pull is only deadly against unsupported players, which happens more likely in a pug WB, where all left over players pile up.
Dying is no option.

Sundowner
Posts: 468

Re: Reroll destro

Post#124 » Tue Feb 09, 2021 11:58 am

Sulorie wrote: Tue Feb 09, 2021 11:29 am
Earthcake wrote: Tue Feb 09, 2021 10:36 am

Because not everything in the game is fighting in an infite open space area.
Let's talk cities for exemple, how many rdps are actually playing with 100ft range ? Not many at all.
And even if they were, when they have to interrupt a flag capture for exemple, they have to be in range of that flag, it's VERY easy for a choppa (or anyone else) to move between the flag and the rdps.
This seems to be only a problem, when your whole city warband is full of rdps and lacks any frontline.
BW are supposed to be close to enemy to bomb.
Engi are in pull spec, so not full glass cannon sniper spec either.
SW can swap to assault stance to boost armor and all 3 are supported by tanks to guard, so what is the problem of being pulled?
Pull is only deadly against unsupported players, which happens more likely in a pug WB, where all left over players pile up.
Problem in city lies with SW mainly, because AOE range spec is not effective at all. In addition to needing SM to be comparable, pull+assault stance+go back to range is too much time lost not dealing dmg. City design does not favour stacking ranged heroes, that's it.

Sulorie
Posts: 7223

Re: Reroll destro

Post#125 » Tue Feb 09, 2021 12:11 pm

Sundowner wrote: Tue Feb 09, 2021 11:58 am

Problem in city lies with SW mainly, because AOE range spec is not effective at all. In addition to needing SM to be comparable, pull+assault stance+go back to range is too much time lost not dealing dmg. City design does not favour stacking ranged heroes, that's it.
If being pulled into the meat grinder, dealing damage is the least concern of anyone, you are busy using defensive skills, while kiting. All others, who have no melee train on them, can use the time to deal damage.
You only keep attacking, if inc damage is too low to pressure your healers but this again is true for any class.
Dying is no option.

Sundowner
Posts: 468

Re: Reroll destro

Post#126 » Tue Feb 09, 2021 12:39 pm

Sulorie wrote: Tue Feb 09, 2021 12:11 pm
Sundowner wrote: Tue Feb 09, 2021 11:58 am

Problem in city lies with SW mainly, because AOE range spec is not effective at all. In addition to needing SM to be comparable, pull+assault stance+go back to range is too much time lost not dealing dmg. City design does not favour stacking ranged heroes, that's it.
If being pulled into the meat grinder, dealing damage is the least concern of anyone, you are busy using defensive skills, while kiting. All others, who have no melee train on them, can use the time to deal damage.
You only keep attacking, if inc damage is too low to pressure your healers but this again is true for any class.
When pulled as melee, assuming tank is decent, going back to dmg is like this: dmg is not that great, break roots or break roots+charge, and still spam aoe dmg. Or if you get focused detaunt and run. either way, you return much faster to dealing aoe dmg than SW which needs to switch stance (hence cant smap aoe dmg skills like melee) then run to safe distance because standing in melee range with light armor is not a good idea. Also as melee you do not kite away from enemy blob, but use flanks to minimize incoming damage if not focused directly.

So idea is, melee classes have much easier time both escaping, surviving and dealing dmg in largescale thus maximizing their damage output. While as range you have more chance to die,need more time for positioning and need kite a lot more.

Also melee dps are not getting focused as much as ranged, not by ST party not by aoe bombers.

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Earthcake
Posts: 251

Re: Reroll destro

Post#127 » Tue Feb 09, 2021 1:28 pm

Sulorie wrote: Tue Feb 09, 2021 11:29 am
Earthcake wrote: Tue Feb 09, 2021 10:36 am

Because not everything in the game is fighting in an infite open space area.
Let's talk cities for exemple, how many rdps are actually playing with 100ft range ? Not many at all.
And even if they were, when they have to interrupt a flag capture for exemple, they have to be in range of that flag, it's VERY easy for a choppa (or anyone else) to move between the flag and the rdps.
This seems to be only a problem, when your whole city warband is full of rdps and lacks any frontline.
BW are supposed to be close to enemy to bomb.
Engi are in pull spec, so not full glass cannon sniper spec either.
SW can swap to assault stance to boost armor and all 3 are supported by tanks to guard, so what is the problem of being pulled?
Pull is only deadly against unsupported players, which happens more likely in a pug WB, where all left over players pile up.
Just wanted to end that "100ft range" thing every "honest destro poster" use here.
Good thing you acknowledge noone (rare exceptions ofc) is playing with 100ft range in cities, thanks.

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