Jump on embrace

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Sigimund
Posts: 658

Re: Jump on embrace

Post#21 » Fri May 27, 2016 7:27 am

Does this precedent mean that main stat scaling would be considered for Bugman's Best and other similar cases? This is not me arguing against the change, I can see the sense of it.

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Aceboltz
Posts: 254

Re: Jump on embrace

Post#22 » Fri May 27, 2016 7:47 am

Thanks for nerfing TE to the ground. I though the aim was to reproduce the same experience as retail before attempting any changes. But I guess when order is crying it is just a "fix".

Anyways , I agree 150ft pulls where too much and had to be tuned down, but I think you overdid it. The end of cast check is just too punitive: the problem is when the cast is interrupted near the end, the ability goes off cd or bugs. Sometimes the mara is stuck in the purple laser animation but the cd is triggered. It looks like a lot of situations where the client and the server are supposed to accepts the pull are cancelled by the slightly over punitive code resulting in bugs and the loss of the cd almost every time in a moving mass vs moving mass even if TB button was light up during the whole cast.

The bad part about this is that a player with good reflexes with cancel the spell very fast while a slow player will move after ~2sec thus making TE bug and go on cd.

Oh and one last thing electro-magnet >>>>>>> TE in this situation. EM is 75feet, 1sec cast, aoe; TE is 65ft, 2sec cast. Which means that engies can overextend safely and couterpull marauders at will. The animation of TE will continue while you are in the air and simply go on cd when you land at the feet of the engineer. Great times....

In short: I guess the majority will be ok with a more strict TE than on live (deserves a slight order nerf to be fair) but not with having the spell going off cd when the target simply moved/jumped near the end of the cast.

eztiger
Posts: 4

Re: Jump on embrace

Post#23 » Fri May 27, 2016 8:33 am

I was really excited to get terrible embrace but was left a bit disappointed after using it a couple of times, nothing but 'immune', 'disrupt' and 'target out of range'. Hey at least the ability is aptly named!

If I ruled the world I would change the following:

1. Change the ability so it can be dodged & parried instead of disrupted (i think block already works?)
2. Either change the range checking to allow the ability to fire if the target was in range at time of ability execution or reduce the cast time slightly and increase the cooldown to balance

3. As suggested making TE a strength based pull sounds good aswell.

However I dont rule the world so will have to sit back and see what happens in the future.

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noisestorm
Posts: 1727

Re: Jump on embrace

Post#24 » Fri May 27, 2016 8:43 am

Aceboltz wrote:In short: I guess the majority will be ok with a more strict TE than on live (deserves a slight order nerf to be fair) but not with having the spell going off cd when the target simply moved/jumped near the end of the cast.
The jumping doesn't change anything, dont know why ppl still believe that.As stated tons of times before: the Z axis offset a jump produces has ZERO influence on how the pull will work. It did on live because even a small stone or offset broke your pull already, but it does NOT here. As Telen stated already you can even pull people on or off keepwalls just so you know the Z-offset is irrelevant. And somehow everyone still forgets that this ability can be cast while moving. Rather complain that you cannot cheese kills as ridiculously easy as before, instead of just properly engaging to get the pull off. If your targets is backpaddling 5 steps and you really cant manage to follow those 5 steps, then you're honestly not supposed to have it go off. Also you forget that this spell doesnt even go on CD when you get taunted or interrupted by other means. Loved how you could triple interrupt TE to just see the pull go off anyways. Honestly guys, Fetch never was as good and you think TE is "nerfed to the ground" now? Play a WL and then consider complaining if you have a proper comparison

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Telen
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Re: Jump on embrace

Post#25 » Fri May 27, 2016 8:50 am

So we will see main stat used for abilities. That will be great for dps healers being able to use will for dps. 8-)

Plenty of classes dont use main stat for all abilities just feel blessed its only one.
Last edited by Telen on Fri May 27, 2016 9:06 am, edited 3 times in total.
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Telen
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Re: Jump on embrace

Post#26 » Fri May 27, 2016 8:56 am

Aceboltz wrote:Thanks for nerfing TE to the ground. I though the aim was to reproduce the same experience as retail before attempting any changes. But I guess when order is crying it is just a "fix".
Why would you think that. Plenty of abilities were buggy on live. Radiant Gaze couldnt be disrupted on live, it can here. Nothing ever mentioned it being undefendable just as TE doesnt say range whatevs
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Sigimund
Posts: 658

Re: Jump on embrace

Post#27 » Fri May 27, 2016 9:43 am

Aceboltz wrote:electro-magnet >>>>>>> TE in this situation.
An argument for nerfing magus/engi while buffing marauder? Ok.

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Vayra
Posts: 577

Re: Jump on embrace

Post#28 » Fri May 27, 2016 9:57 am

Azarael wrote: End-cast check: fires when an ability which has a cast time and can be cast while moving ends. Abilities which require you to stand still do not use this check, but since a move-cast ability allows the player to move and stay within range, you are expected to do so.
I'm fairly sure the end cast range check on live had a small buffer to make sure a cast made near max range wouldn't usually fail if one player was running away from the other. At least it certainly felt that way as I very rarely got issues with that when casting near max range on live. I agree it shouldn't be possible to start the cast and run the opposite way and still get it to work, but it should (imo) work if the opponent moves 5-10 feet out of range during the cast.
Vayra - Sorc
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Vance
Posts: 52

Re: Jump on embrace

Post#29 » Fri May 27, 2016 10:05 am

RyanMakara wrote:
Vance wrote:i already have an open Bugtracker Thread for this. Tested thoroughly in Duel, Scenarios and OpenRvR. Disrupt EVERY time on timed jump (also while not running away)

Vance
Can I has link? ^^
https://github.com/WarEmu/WarBugs/issues/5921

There you go.

And for Azaraels post, yes that is correct and probably should be this way in terms of mechanics. However the meaningfulness of a 2 Sec 65ft Channeler, where you have to be the whole 2 secs in 65ft of the range of the enemy is a concern for the Balance Forums, because it´s useless. But not going to start a discussing about that here.

My only concern right now is the jumping disrupt (real disrupt message) that is happening right now.

Cheers,
Vance
Vance | Leechking
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Bretin
Posts: 929

Re: Jump on embrace

Post#30 » Fri May 27, 2016 10:38 am

to be honest this can really be considered a fix. while i srsly enjoyed pulling people over 110 feet to make them almost ragequit the game the ability and how it could be abused on ROR was 100% cheese and way more powerfull than it was on live. terrible embrace still works fine and results in a free kill but as a guy who mains marauder for ages now i have to say this is more than justified for the sake of balance.

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