Charge has always broken on ability use. Charge being changed to mirror Run Away would lead to pages of forum crying as people could not get away from mdps.Grunbag wrote: ↑Thu Dec 03, 2020 5:44 pmYou mean it took them 12 years to understand it doesn’t break on the move ?Ramlaen wrote: ↑Thu Dec 03, 2020 5:43 pmAnd then they can pikachuface when the forum gets flooded with cries as people realize how powerful movement buffs that do not break are.Spellbound wrote: ↑Thu Dec 03, 2020 5:33 pm
In exchange for being able to attack with the speedburst for 7 secs. Melee classes rejoice!
Patch Notes 03/12/2020
Forum rules
Before posting on this forum, be sure to read the Terms of Use
Before posting on this forum, be sure to read the Terms of Use
Re: Patch Notes 03/12/2020
Ramlaen, Longhaul, Wolfnrock, Grashop
Hitzusen, Popori, Mecaster
Nietono, Ebichu, Tofurky
Hitzusen, Popori, Mecaster
Nietono, Ebichu, Tofurky
Ads
Re: Patch Notes 03/12/2020
I'll have some of that what you're smoking

Imagine having to rely on a buggy pet for some of your abilities and tactics to work (sometimes pet randomly disappears, sometimes UI bugs out, sometimes you re-summon your pet only to get cd going (30 sec baby!) but no pet actually appears)..
Imagine having your "stance" (pet) get melted in seconds in enemy aoe during keep and fort sieges and thus your "class mechanic" gets disabled for a long time. Yes, even your new and shiny super OP, overbuffed, nerf immediately 15ft OMG gas squig..
Imagine BW and Sorc players discussing their dmg numbers and time in taking down training constructs and posting screenshots of having 2+k sustained dps and 9k 3sec burst damage while SH is nowhere close to that..
... and still getting called S-tier range DPS

Re: Patch Notes 03/12/2020
Aye, but not in Quick Shootin I meant.Grunbag wrote: ↑Thu Dec 03, 2020 4:55 pmFEO and BY are both instant castOglaf wrote: ↑Thu Dec 03, 2020 4:52 pmThe removal of the Knockdown from the Big tree (and 100 range) seems... bad at first. But then, according to this Gas Squiggy should put all your Quick abilities up to 80 range, right? In combination with Run Away! being made core to act as a MDPS-like Charge ability to get within range... Hmm. Not bad.
It is just a shame I never got to try out the Behind Ya + Finish 'Em Off combo because since they were both Instant cast earlier, that would've been a killer burst combo.![]()
Re: Patch Notes 03/12/2020
Run away require an active petBelligerentBob wrote: ↑Thu Dec 03, 2020 5:46 pm The team hasn't gotten it right but they're going in the right direction with these changes by moving Run Away! to a core ability. The game is balanced around group play, not one-on-one vacuums. Ranged Squig Herders got a massive rework BUT that made the class feel clunky and unnatural to veteran QS Squig Herder players who suddenly found themselves in the fray with melee.
That said, every mDPS has a form of speed boost, some even multiple, and your snare/root break/immunity should not be used recklessly considering the cooldown on it.
And last I checked WLs are still a popular class and have ranged root, charge, pull, and of course the iconic Pounce. If anything, the change to Run Away! has made me feel like White Lion's should lose charge... unless dual wielding...
edit: On live we all slotted Odjira in our boots and specced into Quick Escape because of how good speed increases are both offensive and defensively. RA! should have a condition on it, something like requires an active Gas or Spiked Squig instead of just an active pet.
Re: Patch Notes 03/12/2020
Welcome to the struggle that all Engie and Magus players deal with

Trismack
Re: Patch Notes 03/12/2020
range root can be blocked, pull dosent work on a enemy who is running strait away from pet because stand still while attack and if you pounce you landing out of attack range if the enemy is moving. You should try it by yourself befor give such statements.BelligerentBob wrote: ↑Thu Dec 03, 2020 5:46 pm The team hasn't gotten it right but they're going in the right direction with these changes by moving Run Away! to a core ability. The game is balanced around group play, not one-on-one vacuums. Ranged Squig Herders got a massive rework BUT that made the class feel clunky and unnatural to veteran QS Squig Herder players who suddenly found themselves in the fray with melee.
That said, every mDPS has a form of speed boost, some even multiple, and your snare/root break/immunity should not be used recklessly considering the cooldown on it.
And last I checked WLs are still a popular class and have ranged root, charge, pull, and of course the iconic Pounce. If anything, the change to Run Away! has made me feel like White Lion's should lose charge... unless dual wielding...
edit: On live we all slotted Odjira in our boots and specced into Quick Escape because of how good speed increases are both offensive and defensively. RA! should have a condition on it, something like requires an active Gas or Spiked Squig instead of just an active pet.
Run away is to simply and have no drawback. it cost no AP and you dont need to think about it. there is a good reason why you see SH and shamys everywhere roaming but no AM and only a few SW. a tactic so powerful should be reworked. i mean most tactics like absorb have a trigger time but why not run away? A internal cooldown like 3-5 sec is not unreasonable...
Knick WL RR85+
Knickli Mara RR80+

Knickli Mara RR80+

Re: Patch Notes 03/12/2020
Thanks for the work!
That SoR change looks to be the perfect compromise. Much Waaagh!
That SoR change looks to be the perfect compromise. Much Waaagh!
Re: Patch Notes 03/12/2020
Actually, I see just as many (if not more) AMs roaming than I see friendly Shamans.knick wrote: ↑Thu Dec 03, 2020 6:02 pmrange root can be blocked, pull dosent work on a enemy who is running strait away from pet because stand still while attack and if you pounce you landing out of attack range if the enemy is moving. You should try it by yourself befor give such statements.BelligerentBob wrote: ↑Thu Dec 03, 2020 5:46 pm The team hasn't gotten it right but they're going in the right direction with these changes by moving Run Away! to a core ability. The game is balanced around group play, not one-on-one vacuums. Ranged Squig Herders got a massive rework BUT that made the class feel clunky and unnatural to veteran QS Squig Herder players who suddenly found themselves in the fray with melee.
That said, every mDPS has a form of speed boost, some even multiple, and your snare/root break/immunity should not be used recklessly considering the cooldown on it.
And last I checked WLs are still a popular class and have ranged root, charge, pull, and of course the iconic Pounce. If anything, the change to Run Away! has made me feel like White Lion's should lose charge... unless dual wielding...
edit: On live we all slotted Odjira in our boots and specced into Quick Escape because of how good speed increases are both offensive and defensively. RA! should have a condition on it, something like requires an active Gas or Spiked Squig instead of just an active pet.
Run away is to simply and have no drawback. it cost no AP and you dont need to think about it. there is a good reason why you see SH and shamys everywhere roaming but no AM and only a few SW. a tactic so powerful should be reworked. i mean most tactics like absorb have a trigger time but why not run away? A internal cooldown like 3-5 sec is not unreasonable...
See that's the problem with personal anecdotes as evidence.

Ads
Re: Patch Notes 03/12/2020
knick wrote: ↑Thu Dec 03, 2020 6:02 pmrange root can be blocked, pull dosent work on a enemy who is running strait away from pet because stand still while attack and if you pounce you landing out of attack range if the enemy is moving. You should try it by yourself befor give such statements.BelligerentBob wrote: ↑Thu Dec 03, 2020 5:46 pm The team hasn't gotten it right but they're going in the right direction with these changes by moving Run Away! to a core ability. The game is balanced around group play, not one-on-one vacuums. Ranged Squig Herders got a massive rework BUT that made the class feel clunky and unnatural to veteran QS Squig Herder players who suddenly found themselves in the fray with melee.
That said, every mDPS has a form of speed boost, some even multiple, and your snare/root break/immunity should not be used recklessly considering the cooldown on it.
And last I checked WLs are still a popular class and have ranged root, charge, pull, and of course the iconic Pounce. If anything, the change to Run Away! has made me feel like White Lion's should lose charge... unless dual wielding...
edit: On live we all slotted Odjira in our boots and specced into Quick Escape because of how good speed increases are both offensive and defensively. RA! should have a condition on it, something like requires an active Gas or Spiked Squig instead of just an active pet.
Run away is to simply and have no drawback. it cost no AP and you dont need to think about it. there is a good reason why you see SH and shamys everywhere roaming but no AM and only a few SW. a tactic so powerful should be reworked. i mean most tactics like absorb have a trigger time but why not run away? A internal cooldown like 3-5 sec is not unreasonable...
Run Away! is the strongest tactic in the game right now IMO.
The run speed should turn off on ability use, like every other run speed increaser in the game (save for flee).
Re: Patch Notes 03/12/2020
I think these last changes looks interesting and opens up some different options while speccing ST ranged big shootin and quick shootin. Opens up the choices a bit more after last weeks changes, possibly making big shootin an interesting alternative to quick shootin both with different playstyle.
I also like the SoR change
I also like the SoR change
[P&P] Ztil - Squig Herder
[P&P] Zlurp - Shaman
[P&P] Zinista - Shadow Warrior
[P&P] Zlurp - Shaman
[P&P] Zinista - Shadow Warrior
Who is online
Users browsing this forum: No registered users and 3 guests