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Coppa pull range !

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Sulorie
Posts: 7458

Re: Coppa pull range !

Post#51 » Thu Apr 21, 2022 9:17 am

rejndjer wrote: Thu Apr 21, 2022 8:00 am
Sulorie wrote: Wed Apr 20, 2022 5:42 pm
rejndjer wrote: Wed Apr 20, 2022 12:26 pm ...choppa is MAIN destro dps, he shouldn't have best CC ability in game. which aoe pull most certainly is and if you don't realize that, then oh well. ...
You got your comedy day or how do you come to this conclusion?
excuse me, tell me please, no joke, no sarcasm. what is best destro DPS? who deals most damage in warband?

P.S. if you try telling me that sorcs have bigger dmg than choppas in organized warbands, then guess what? so does BW over slayer. inb4 topkek
May you read the topic of this thread once again? Then read your previous post and you might notice that it is not about damage here.
Dying is no option.

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lumpi33
Posts: 443

Re: Coppa pull range !

Post#52 » Thu Apr 21, 2022 9:54 am

A few "fixes" (not nerfs) are more than overdue and would make the choppa pull a lot less annoying. In the end we are all playing a game that should be fun for everybody playing it.

- Limit z-axis to a lower angle to prevent that pulling through floors in keeps and forts. If you are getting pulled down through the floor in a fort defense it's game over. Nobody can ress you. Destro does not have to fight such situations. Easy fix and everybody would be happy.

- Have a look at the pull range and line of sight checking. It doesn't seem to be 40ft. Just yesterday I saw one being pulled from the middle of the fort lord room to a choppa outside the entrance. That's for sure more than 40ft. Just add a 500ms double check before pulling to prevent these lag pulls through walls or out of range targets. It would also prevent choppas from doing jump pulls where they are out of sight and only jump to get one in sight for pull.

https://www4.zippyshare.com/v/SebFJlXF/file.html

- Add a min range like it is for every pull and drop the pulled target a few feets earlier like it is for magus and engi pulls. Because you are being pulled through collission but can't run back due to collision (in fort/keeps mainly).

- If possible then stop that spinning around that sometimes happen. There is no valid point that it should spin a tank to the back in the air and be defenseless to the waiting mob.

These are ALL fixes and no nerfs at all. It's just about fixing that broken ability and stop people from abusing it in certain situations to pull people from places where they shouldn't be pulled. That's all.

Whyumadbro
Posts: 486

Re: Coppa pull range !

Post#53 » Thu Apr 21, 2022 11:06 am

In a pvp game a pull is the in s-tier of abilitys. Choppa seems to have sometimes more range on gtdc then 40feet.

Pls stop the rampage crying, i trade rampage for a pull on slayer everytime! The only thing that needs a buff is choppa/slayer 2h tree.

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wachlarz
Posts: 798

Re: Coppa pull range !

Post#54 » Thu Apr 21, 2022 11:08 am

lumpi33 wrote: Thu Apr 21, 2022 9:54 am A few "fixes" (not nerfs) are more than overdue and would make the choppa pull a lot less annoying. In the end we are all playing a game that should be fun for everybody playing it.

- Limit z-axis to a lower angle to prevent that pulling through floors in keeps and forts. If you are getting pulled down through the floor in a fort defense it's game over. Nobody can ress you. Destro does not have to fight such situations. Easy fix and everybody would be happy.

- Have a look at the pull range and line of sight checking. It doesn't seem to be 40ft. Just yesterday I saw one being pulled from the middle of the fort lord room to a choppa outside the entrance. That's for sure more than 40ft. Just add a 500ms double check before pulling to prevent these lag pulls through walls or out of range targets. It would also prevent choppas from doing jump pulls where they are out of sight and only jump to get one in sight for pull.

https://www4.zippyshare.com/v/SebFJlXF/file.html

- Add a min range like it is for every pull and drop the pulled target a few feets earlier like it is for magus and engi pulls. Because you are being pulled through collission but can't run back due to collision (in fort/keeps mainly).

- If possible then stop that spinning around that sometimes happen. There is no valid point that it should spin a tank to the back in the air and be defenseless to the waiting mob.

These are ALL fixes and no nerfs at all. It's just about fixing that broken ability and stop people from abusing it in certain situations to pull people from places where they shouldn't be pulled. That's all.
I suggest a minimal range for all slayer attacks. He hit a blade of axe not hands. So 2.ft from slayer should stop all atacks or start hit only hand attack, like monk.

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sharpblader
Posts: 301

Re: Coppa pull range !

Post#55 » Thu Apr 21, 2022 12:05 pm

rejndjer wrote: Wed Apr 20, 2022 12:26 pm
Sofong wrote: Mon Apr 18, 2022 4:51 am just lvl a choppa and see if u can put up with its gimpedness :D
lmao. as main SW i think i'd put really well. but sure, nerf both choppa and slayer. choppa is MAIN destro dps, he shouldn't have best CC ability in game. which aoe pull most certainly is and if you don't realize that, then oh well. so remove pull from choppa and remove rampage from slayer, im fine with that.

I thought mara AoE KD and SH stun while moving were best cc in the game.

Both choppa pull and slayer rampage are good in WBs and 1v1. Both have their ups and downs but neither without counterplay.

Rampage can be shattered (but can also be covered). Slayers can bring huge damage pressure for their team through it.

GTDC gives free immunities but can become a critical interrupt. Choppas can exploit enemy positions for their team through it.

The only game mode where rampage shines and gtdc does not is in 6v6 where punts are so critical.

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normanis
Posts: 1449
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Re: Coppa pull range !

Post#56 » Thu Apr 21, 2022 12:14 pm

not mention msquig can jump on walls , bug or exploit.
remove 24 aoe cap for aoe and rampage is only 6vs6 stuff. (or funnel keep defence)
"give wh and witch propper aoe like evrywone has it!"

Sofong
Posts: 554

Re: Coppa pull range !

Post#57 » Thu Apr 21, 2022 12:17 pm

Whyumadbro wrote: Thu Apr 21, 2022 11:06 am In a pvp game a pull is the in s-tier of abilitys. Choppa seems to have sometimes more range on gtdc then 40feet.

Pls stop the rampage crying, i trade rampage for a pull on slayer everytime! The only thing that needs a buff is choppa/slayer 2h tree.
haha.... trading a 5 points ability for a 13 point one
just remove gtdc and chop fasta, give choppa ID+rampage+shatter, make them exact mirror, see what happen :D

lumpi33
Posts: 443

Re: Coppa pull range !

Post#58 » Thu Apr 21, 2022 12:18 pm

sharpblader wrote: Thu Apr 21, 2022 12:05 pm
rejndjer wrote: Wed Apr 20, 2022 12:26 pm
Sofong wrote: Mon Apr 18, 2022 4:51 am just lvl a choppa and see if u can put up with its gimpedness :D
lmao. as main SW i think i'd put really well. but sure, nerf both choppa and slayer. choppa is MAIN destro dps, he shouldn't have best CC ability in game. which aoe pull most certainly is and if you don't realize that, then oh well. so remove pull from choppa and remove rampage from slayer, im fine with that.

I thought mara AoE KD and SH stun while moving were best cc in the game.

Both choppa pull and slayer rampage are good in WBs and 1v1. Both have their ups and downs but neither without counterplay.

Rampage can be shattered (but can also be covered). Slayers can bring huge damage pressure for their team through it.

GTDC gives free immunities but can become a critical interrupt. Choppas can exploit enemy positions for their team through it.

The only game mode where rampage shines and gtdc does not is in 6v6 where punts are so critical.
GTDC isn't just a CC. While you are in the air you are already being damaged by GTDC. See video I posted above. That's pretty huge if you ask me. Just stack a couple of choppas and people come flying in. And they are almost dead when they land. Like the AM in the video.

The immunities you are talking about is a very weak argument. You can still get knocked down after a pull and snared to not get away. Most of the time a pull is a dead sentence.

Im not against the pull mechanic in general but Im against the way it is being abused at the moment. Only one side having it makes it worse. When both side had that pull it would have nerfed long ago because it is just awful and fun taking. There was a reason they nerfed engi and magus pull into the ground. Yet GTDC is still there being abused on a daily basis.

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WaaaghBoy88
Posts: 44

Re: Coppa pull range !

Post#59 » Thu Apr 21, 2022 12:45 pm

The mechanic is not being abused, not that I have seen personally (the range seems to vary from the angle of vision, if someone gets a pull that seems further than expected, I'm going to give a guess they wandered into my range by accident. I've never pulled targets from more than 45 feet, usually because I don't care to be killed, Im not good to anyone dead). To be honest, if I get any kills with GTDC, I am always genuinely surprised. Most dmg from it gets overhealed long before I kill anything, sure it has it's benefits, but I'll gladly see Choppa be given his own version of Rampage over it, and have the classes mirror each other in 2h buff-efficiency. I'm tired of being killed in 1v1 against anything when I am not using 2h, god forbid it's only 1v1 alone. A rune priest should not be killing me when I am using 1h weapons, it's rare but it happens and it's frustrating as hell.

2h needs to be buffed in some critical way, and I can think of a few. I may make a thread about it. I did once before, actually. Perhaps I should again, but the devs seem well aware of the problem of Choppa/Slayer being a one-spec class.

As for GTDC being nerfed, no thank you. It is fine as it is. It's literally a pull, that's it. Anyone whose using it to focus kill people isn't playing the game properly.

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WaaaghBoy88
Posts: 44

Re: Coppa pull range !

Post#60 » Thu Apr 21, 2022 12:47 pm

lumpi33 wrote: Thu Apr 21, 2022 12:18 pm
sharpblader wrote: Thu Apr 21, 2022 12:05 pm
rejndjer wrote: Wed Apr 20, 2022 12:26 pm

lmao. as main SW i think i'd put really well. but sure, nerf both choppa and slayer. choppa is MAIN destro dps, he shouldn't have best CC ability in game. which aoe pull most certainly is and if you don't realize that, then oh well. so remove pull from choppa and remove rampage from slayer, im fine with that.

I thought mara AoE KD and SH stun while moving were best cc in the game.

Both choppa pull and slayer rampage are good in WBs and 1v1. Both have their ups and downs but neither without counterplay.

Rampage can be shattered (but can also be covered). Slayers can bring huge damage pressure for their team through it.

GTDC gives free immunities but can become a critical interrupt. Choppas can exploit enemy positions for their team through it.

The only game mode where rampage shines and gtdc does not is in 6v6 where punts are so critical.
Im not against the pull mechanic in general but Im against the way it is being abused at the moment. Only one side having it makes it worse.

That applies for Rampage. We don't have it, and it shows in every conflict that isn't 1v1 that Slayer's are present in.

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