yoluigi wrote: ↑Fri Jul 19, 2024 9:30 pm
It's just a clip guys i never said all the channels i did were suppose to hit. But to fellow someone exactly 100% in front is imposible. If it was like a WE where you get 30 feet range would be way easier and it's not mandatory to go for the channel as a WE. WP/DOK dps is already a handicap class. If you dont believe me go level a 2h wp dps straight from rank 40 with dominator to warlord.
Mate it's a video named "WP Garbage channel", every clip you showed of "now" was of the channel ending early, the video description is "I will delete this video when it get fix." and on here you're mentioning how it "breaks from nothing", and then you upload a video where all but one are clearly obvious why it broke including twice when you ran out of resources. Does that need a fix too? Dear devs: my channel ends early when I run out of resources to keep channelling, plz fix


You're right, keeping someone 100% in front of you is impossible... unless they are snared, rooted, knocked-down or fighting someone else. I had to be the crusty old vet here but "back on live" on my Ironbreaker a very important of using Grudge-Born Fury (the IB ST channel) was comboing it with either soft CC, hard CC, or hitting a distracted opponent in order to get the full channel off. That was part of the pay-off of the channel being one of the best skills.
On RoR it was years of unintentionally easy channels due to the facing bug allowing 360 channels, and the very very very very very generous out-of-range allowance that kicked in once the channel began. The range issue would have fixed one of those channels which was the MSH going out of range, but then ask yourself: should your channel still be working when your opponent is behind you or has escaped out of range?
Comparing to the WH/WE is a bit of a fallacy as well. Originally only the WH had the long ranged executions (including a channel) because it had a gun, and the WE players complained endlessly so theirs got extended to match. It's not just the channel, but all WH/WE executions (IMO it's absolutely daft and honestly should be on the chopping block for the WE, but I digress).
Part of this is also one of the downsides of playing a primary target as a duo: everyone is charging at you as you are the main thing that needs to die. No one (with a brain) would focus on hitting the Ironbreaker which would allow you a better chance of setting up channels on people's backs rather than having to fight everything face-first. And speaking of Ironbreaker... it can keep someone perma-snared, has a knockdown (yes I know in one clip it went weird) and multiple roots. You also have your own snare to help with positioning to set up channels. In slightly larger scale fights it becomes much easier to find openings to use the channel as other people on your side become focused instead.
It's been god-knows how long since you started calling the skill bugged and broken over and over again, and then when you finally provided evidence all you showed - with the exception of one clip vs the knocked down BO - was the skill working as intended, breaking when it should do, and clear evidence that your awareness of the game is so off at the moment that you can't even spot when the channel is breaking due to running out of resources... in the video you recorded and uploaded as evidence of something that needs to be "fixed". Yes, you probably have less breaks if running a duo and you are the tank... because who focused the tank first?
edit: I would like to see an unedited version of the BO knockdown clip (i.e. one that doesn't zoom in) if possible to see if that interrupt can be worked out?