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[Pulls]

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normanis
Posts: 1464
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Re: [Pulls]

Post#51 » Sun Feb 09, 2025 9:28 am

remowe pullls and pounces from game. and destro still has more better tools than order.
"give wh and witch propper aoe like evrywone has it!"

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Bullen1995
Posts: 227

Re: [Pulls]

Post#52 » Sun Feb 09, 2025 11:08 am

Zxul wrote: Fri Feb 07, 2025 2:11 pm
Bullen1995 wrote: Fri Feb 07, 2025 1:27 pm SH and SW imo should be able to counter the pulls with Sticky Squigs/Whirling Pin and you should not have to land to use it.

Its literally one of the few mechanics that keeps them alive and the way it works now is way to slow and you are already dead way before you even land on the ground to counter it especially during pushes. And if used while pulled it goes on cooldown mid air...

The alternative make pull effect faster so you have time to land and counter or make the jump backs working mid air anything would be better than what we have now.
They already have ranged snares/ speed tactics to help them kite the melee to death, and now you want to make them being able to counter pulls as well?
Dont help much when its the lion that is the pull mechanic itself and its a insta kill if they grab you becuase you are dead pretty much when you land...

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Bozzax
Posts: 2631

Re: [Pulls]

Post#53 » Sun Feb 09, 2025 5:27 pm

Some might argue WL pull is to STRONK in small scale/solo and MRD pull is to STRONK in wb settings.

Getting either one shafted likely triggers corresponding nerfs
Last edited by Bozzax on Sun Feb 09, 2025 7:02 pm, edited 2 times in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

bw10
Suspended
Posts: 399

Re: [Pulls]

Post#54 » Sun Feb 09, 2025 6:31 pm

people should be forced to play the class they complain about to 80 before making any comments on it

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Bozzax
Posts: 2631

Re: [Pulls]

Post#55 » Tue Feb 18, 2025 12:05 pm

So now when new changes are made to range and los calculations are the pull situation better?
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Ruin
Posts: 244

Re: [Pulls]

Post#56 » Tue Feb 18, 2025 1:10 pm

Let me clarify the differences of the classes pull mechanic, so that we have base of haw they work.
WL PULL:
- Pet Based
- Don’t work with loner tactic
- Require path to target,
- LoS required
- Can be parried
- Activation starts CD
- Instant cast but requires pet to reach the target
- 30 sec CD
Mara PULL:
- Avaible to all stances
- Require LoS
- Can pull threw inaccessible terrain (ex.: from walls or threw ravines)
- Can be disrupted (activates CD)
- Can be interrupted, and can be used again
- 2 sec cast time
- 30 sec CD

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Akalukz
Posts: 1821

Re: [Pulls]

Post#57 » Tue Feb 18, 2025 2:02 pm

WL Pull can also do funky terrain things, that is a game engine issue or lag or terrain etc. Also I do believe Mara pull can be parried as well.
-= Agony =-

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Ruin
Posts: 244

Re: [Pulls]

Post#58 » Tue Feb 18, 2025 2:08 pm

Mara pull can be disrupted not parried its classified as spell (but main stat is str).

And WL pet behaviour is based of its pathing Ai.
i don’t know if people remember what happened with previous AI, when pet was chasing players and the target jumped over a small curve. and pet was suddenly running the other way, or diapered all together.

there was a nice bug tracker post on the pet AI with video but cant find it now.

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calipso
Posts: 71

Re: [Pulls]

Post#59 » Tue Feb 18, 2025 3:26 pm

Bozzax wrote: Tue Feb 18, 2025 12:05 pm So now when new changes are made to range and los calculations are the pull situation better?
Check out Bug Tracker and be amazed how WL pet is behaving after last patch

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