Well they have no Charge, no Pounce etc and with the Stealth calcs all weird and being able to see stealthed players from the other side of a scenario, WE/WH are the only light armour DPS and are the only mdps with zero mobility skills except Fleet Footed.Toldavf wrote:We all want more of our toys it seems. Do we/wh players think they are100% in need of this ability now at the current level in t3?
Agile Escape / Declare Anathema
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Re: Agile Escape / Declare Anathema
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Re: Agile Escape / Declare Anathema
I miss my odjira as wellLuranni wrote:Well they have no Charge, no Pounce etc and with the Stealth calcs all weird and being able to see stealthed players from the other side of a scenario, WE/WH are the only light armour DPS and are the only mdps with zero mobility skills except Fleet Footed.Toldavf wrote:We all want more of our toys it seems. Do we/wh players think they are100% in need of this ability now at the current level in t3?

The real in death discussion here though is not how it affects the assassins but how it affects everyone else.
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Re: Agile Escape / Declare Anathema
I agree. WH \ WE do not have a mechanism of escape. Usually they are first target for the enemy.wiscel wrote:To make ROR a bit more fun for WE/WH is it possible for the dev's to get the Agile Escape ability for us WE (and WH) at an earlier level? In WAR live you'd get it at a very high level (L39 or L40 if I'm not mistaken). Squigherder and SW have a same ability but they already get it in Tier 1. Also a Lockpick fix would be nice
Re: Agile Escape / Declare Anathema
Then make it the first ability in the melee trees and give the current ability in those slots as baseline. As we discussed in the Melee SW thread when going those specs they should be forced into a choice. Being ranged or being melee. The combination of both is something that could lead to a broken class.Penril wrote:I agre with giving self punt earlier to WH and WE, but not with removing it from SW/SH. This is because SW/SH have a few short-range skills as well as a melee tree (viable or not, that is not something to be discussed in this thread). So self punt helps them a lot with the "get in, do your thing, get out" playstyle. Maaaaybe change the AoE snare to ST.
Yes, self-punt on SW/SH is OP and annoying in 1v1 but... well, you know...
As to a lack of escape tools for those classes a list follows:
SH: squigg armor, kaboom, run away, m1 punt, KD and kite
SW: assault stance, m1 punt, KD and kite
So the SW lacks a few escape tools in comparison to the two but I don't think either struggles to kite thier targets. The ability was given out of haste to make up the physical rdps problem mythic never addressed and it has become a crutch for escaping situations even when they would not without it.
So my suggestion is this: Move ability to the first spot of melee tree, an aoe snare and escape tool for a melee dps is useful and could promote those specs. And move the current abilities in those slots to baseline so players have access to more melee abilities earlier to promote diverse play.
As to WH/WE getting self punt earlier. I'd like it just so we can get used to how it works here vs on live. But if SW/SH have it removed the need for it to be given early is also removed IMO
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Re: Agile Escape / Declare Anathema
there is no need to make even better wh/we in t3, that skill is a totaly surpluss, they just arrive hide and then use anti cc + flee if needed for escape imo this change is not needed.

Re: Agile Escape / Declare Anathema
I would not mind if we/wh get their self punt earlier. While other classes have charge or slow, wh/we have very few tools to flee or stay on target in t3.
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Re: Agile Escape / Declare Anathema
If we will stay for a while in T3, and that will happen, I think those classes would benefit a lot from that skill and I agree. We don't see them roaming, except for premades.

Re: Agile Escape / Declare Anathema
Luranni wrote:and with the Stealth calcs all weird and being able to see stealthed players from the other side of a scenario
No.RoR wrote:private const ushort STEALTH_DETECT_RANGE_MAX = 40;
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Re: Agile Escape / Declare Anathema
It would be nice to see this happen, it is one of those skills that defines what WE/WH is. And I agree with the fact that the SW getting self punt, knockdown etc. at the second tier is ridicilously silly if you compare it to almost everything else. Not sure about SH but I suppose it is something like that for them too. BUT! MDPS can counter SW self punt by popping the immunity to movement impairing abilities, if the snare does not trigger, SW does not get punted back it seems, which is really nice little trick to have in sleeve. (Although in big brawls they are bound to trigger it on something)
Re: Agile Escape / Declare Anathema
Azarael wrote:Luranni wrote:and with the Stealth calcs all weird and being able to see stealthed players from the other side of a scenarioNo.RoR wrote:private const ushort STEALTH_DETECT_RANGE_MAX = 40;
Does lag/ping affect distance on this as well? I know I've seen stealthed WHs on my Zealot from what seems a lot further than that, plenty of time to watch them meander over. I can't really say on my welf as I can't er.. see myself

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