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20% slowdown if you jumping in combat?

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greenstoned
Posts: 150

Re: 20% slowdown if you jumping in combat?

Post#41 » Tue Feb 23, 2016 1:52 am

so... ppl still going on about this ****? this had pretty much zero effect on my gameplay so far and i only play ranged

think its time to get over it already, ppl
AM - Greendreams
SW - Experiment

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Valfaros
Posts: 260

Re: 20% slowdown if you jumping in combat?

Post#42 » Tue Feb 23, 2016 2:05 am

Good for you who plays AM with extreme slowfield + 90% instant casts/dots and SW with rslow and rkd against destro who doesn't have any rkd or funny pounce abbilitys.

Yep I bet you don't have any problems with kiting anything...and I really don't see the point I nearly never had a problem with rangers who "warp" around if I can finally catch them after they used their ordi only fun.

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Gachimuchi
Posts: 525

Re: 20% slowdown if you jumping in combat?

Post#43 » Tue Feb 23, 2016 2:07 am

Gotta say I'm not a fan of this change. Tried prekiting a melee train charging at me on my zealot, then
I get stuck on a fence and have to spam jump, get snared then I get run over.

Why this was needed for this 'bunny hop exploit'? The problem is still there is it not? It just makes it not worth it anymore to navigate terrain in combat while kiting because you just screw yourself over. I guess it really is a change for whining pugs that don't know where their spacebar is on their keyboard.
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greenstoned
Posts: 150

Re: 20% slowdown if you jumping in combat?

Post#44 » Tue Feb 23, 2016 4:23 am

Valfaros wrote:Good for you who plays AM with extreme slowfield + 90% instant casts/dots and SW with rslow and rkd against destro who doesn't have any rkd or funny pounce abbilitys.

Yep I bet you don't have any problems with kiting anything...and I really don't see the point I nearly never had a problem with rangers who "warp" around if I can finally catch them after they used their ordi only fun.
you forgot the aoe snare/jumpback and the morale 1 knockback on the sw and the aoe knockback on the am ^^
AM - Greendreams
SW - Experiment

ThePollie
Banned
Posts: 411

Re: 20% slowdown if you jumping in combat?

Post#45 » Tue Feb 23, 2016 4:25 am

I'm amused that a lot of the arguments against this change come from people upset they can't infinitely kite people anymore.

Sulorie
Posts: 7461

Re: 20% slowdown if you jumping in combat?

Post#46 » Tue Feb 23, 2016 4:59 am

ThePollie wrote:I'm amused that a lot of the arguments against this change come from people upset they can't infinitely kite people anymore.
Or some people, who don't know how to counter kiter, need a bandaid fix to help them.
Warping is not fixed, it only got worse for one part of the playerbase and better for nobody.
Last edited by Sulorie on Tue Feb 23, 2016 6:25 am, edited 1 time in total.
Dying is no option.

bwdaWAR
Posts: 309

Re: 20% slowdown if you jumping in combat?

Post#47 » Tue Feb 23, 2016 5:27 am

The only thing that worries me with this is getting stuck on the horrible WAR engine terrain/objects in combat. But it happens rarely enough not to be a big problem... still, I hope eventually there will be a different fix for the jump-warping.

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Bozzax
Posts: 2635

Re: 20% slowdown if you jumping in combat?

Post#48 » Tue Feb 23, 2016 6:31 am

Add a +combat check :)
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Sulorie
Posts: 7461

Re: 20% slowdown if you jumping in combat?

Post#49 » Tue Feb 23, 2016 6:40 am

Bozzax wrote:Add a +combat check :)
Usually you are in combat, when you have to kite. ;)
A snare out of combat is only a minor annoyance.
Dying is no option.

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Bozzax
Posts: 2635

Re: 20% slowdown if you jumping in combat?

Post#50 » Tue Feb 23, 2016 6:44 am

Ofc but there is really no reason IMO to not add it :)
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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