so this is working as intended then? I thought we would wait with balance changes until the balance forum opens?Azarael wrote: These factors mean that on Return of Reckoning, Terrible Embrace's range is 65 feet under all circumstances, and the ability cannot be cheesed by running back during the last second of casting.
Jump on embrace
- Shadowgurke
- Posts: 618
Re: Jump on embrace

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Re: Jump on embrace
I consider that to be a fix. The ability's listed range is 65 feet, and this affects every other ability in the game which has a build time and can be used while moving.
Re: Jump on embrace
It does make TE a lot less useful than it was on live. I'm not totally against the change, but using it to pull someone out of guard range is much more difficult now. The part i really don't like is how the animation gets stuck when the guy you're trying to pull moves out of range. It should go on the list of official changes from live IMO.
Fusscle of Critical Acclaim
Re: Jump on embrace
The marauder loses a lot of time between disrupts and people running out of range with this. The only player you can consistently reach with the pull is 95% of the time someone you would be better off moving into melee range to get to. Are there multiple range checks on Fetch?Azarael wrote:Yes. To make it more clear to anyone trying to cheese with TE, the following range checks are applied on RoR:
Start check: used on all abilities to determine whether player is in range to start cast.
Mid-cast check: fires at 60% of the way through any ability with a cast time. Channels are not considered cast time abilities for this purpose and have strict range checks on every tick.
End-cast check: fires when an ability which has a cast time and can be cast while moving ends. Abilities which require you to stand still do not use this check, but since a move-cast ability allows the player to move and stay within range, you are expected to do so.
These factors mean that on Return of Reckoning, Terrible Embrace's range is 65 feet under all circumstances, and the ability cannot be cheesed by running back during the last second of casting.
Fusscle of Critical Acclaim
Re: Jump on embrace
The maximum pull distance of Fetch is exactly the same as that of Terrible Embrace. Fetch is an instant cast which requires that the lion be within 5 feet and that the caster be within 65 feet, so it can only ever pull to a maximum of 65 feet and cannot be abused.
I feel that having TE be a Strength-based pull would be a fix as well.
I feel that having TE be a Strength-based pull would be a fix as well.
- Shadowgurke
- Posts: 618
Re: Jump on embrace
It's still a balance change in the end. If you treat TE like every other ability then you might at least consider making it use Strength as it's mainstatAzarael wrote:I consider that to be a fix. The ability's listed range is 65 feet, and this affects every other ability in the game which has a build time and can be used while moving.
Edit: Wrote before you posted. I would appreciate if you are considering it

Re: Jump on embrace
The WL doesn't lose any uptime with that, where the Marauder sometimes loses a lot. Strength based pull, well this should probably go to the balance changes forum. I'd suggest the range check on TE should as well.Azarael wrote:The maximum pull distance of Fetch is exactly the same as that of Terrible Embrace. Fetch is an instant cast which requires that the lion be within 5 feet and that the caster be within 65 feet, so it can only ever pull to a maximum of 65 feet and cannot be abused.
I feel that having TE be a Strength-based pull would be a fix as well.
Fusscle of Critical Acclaim
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Re: Jump on embrace
I will need to get things sorted with the balance forum moderators before a topic can be opened.
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