Page 2 of 10
Re: Gap Closer Balance
Posted: Wed Jan 11, 2023 10:31 pm
by Aethilmar
dtjror wrote: Wed Jan 11, 2023 7:59 pm
Ruin wrote: Wed Jan 11, 2023 8:52 am
Hello,
I have a question/proposal regarding balancing of the reposition abilities.
With the reduction to “Puncing” abilities reduction from 65ft to 40ft on: Pounce, Wings of Haven and Squig Leap, should there also be a similar reduction in effective range to “Pull” abilities of WL, Engi, Mara, Choppa And Magus?
What do you think?
Simple answer - Yes, both pulls and jumps should be 40 feet. There's no reason you should be able to jump/pull 2/3 the distance of most ranged damage abilities (100 ft).
Further answer - Even with range change, they still would need to fix the completely broken pulls. WL pull is basically useless. Mara pull on the other hand is bugged to the point of being an outright exploit. And yet these things go on for months...
The pull/leap distances are fine as is. Try catching a competent kiter (especially an AM or even worse a Shammy) and you could argue they aren't long enough. I know ranged don't like dying but, you know, PvP happens.
That said, Mara pull does needs a second range check as noted.
However WL pull works great. It is especially hilarious when you send the lion to a target next to who you want to pull then switch over. They have no chance other than hope the lion happens to die very quickly.
Re: Gap Closer Balance
Posted: Wed Jan 11, 2023 11:11 pm
by Omegus
dtjror wrote: Wed Jan 11, 2023 7:59 pm
Ruin wrote: Wed Jan 11, 2023 8:52 am
Hello,
I have a question/proposal regarding balancing of the reposition abilities.
With the reduction to “Puncing” abilities reduction from 65ft to 40ft on: Pounce, Wings of Haven and Squig Leap, should there also be a similar reduction in effective range to “Pull” abilities of WL, Engi, Mara, Choppa And Magus?
What do you think?
Simple answer - Yes, both pulls and jumps should be 40 feet. There's no reason you should be able to jump/pull 2/3 the distance of most ranged damage abilities (100 ft).
Further answer - Even with range change, they still would need to fix the completely broken pulls. WL pull is basically useless. Mara pull on the other hand is bugged to the point of being an outright exploit. And yet these things go on for months...
It's almost as if there's a huge rework going on in the background and almost all class changes/fixes are on hold until it's done.
Re: Gap Closer Balance
Posted: Wed Jan 11, 2023 11:21 pm
by Garamore
Mara pull needs a fix not a nerf! - it shouldn't break if the player jumps. It does have 2nd range check if you run backwards it will break. Its also possible to block/parry it. Easiest way to check if someone is a good player is to try to pull them. Its pretty rare you hook a good player.
Re: Gap Closer Balance
Posted: Thu Jan 12, 2023 9:38 am
by dtjror
Omegus wrote: Wed Jan 11, 2023 11:11 pm
dtjror wrote: Wed Jan 11, 2023 7:59 pm
Ruin wrote: Wed Jan 11, 2023 8:52 am
Hello,
I have a question/proposal regarding balancing of the reposition abilities.
With the reduction to “Puncing” abilities reduction from 65ft to 40ft on: Pounce, Wings of Haven and Squig Leap, should there also be a similar reduction in effective range to “Pull” abilities of WL, Engi, Mara, Choppa And Magus?
What do you think?
Simple answer - Yes, both pulls and jumps should be 40 feet. There's no reason you should be able to jump/pull 2/3 the distance of most ranged damage abilities (100 ft).
Further answer - Even with range change, they still would need to fix the completely broken pulls. WL pull is basically useless. Mara pull on the other hand is bugged to the point of being an outright exploit. And yet these things go on for months...
It's almost as if there's a huge rework going on in the background and almost all class changes/fixes are on hold until it's done.
Yea, I asked about that after 2 months and no update, no other requests for update. Thread closed. I wouldn’t expect anything on that for several more months. In the meantime, destro exploits continue unabated…
Re: Gap Closer Balance
Posted: Thu Jan 12, 2023 10:13 am
by Ruin
And what are your thoughts on Engi and Magus pulls should they receive same treatment? Or just ST pulls?
And second thing Choppa Pull is 40ft should it be also adjust? the Pounce adjustment was like 33% so reduction to 28-32ft, would it be noticed?
Also should mechanic like flame turret, and blue horror affect the pull ability?
Re: Gap Closer Balance
Posted: Thu Jan 12, 2023 10:20 am
by Ruin
And regarding Mara Pull if You think players are exploiting bug Report them. We know patches comes sparsely, but reports are Swift.
Re: Gap Closer Balance
Posted: Thu Jan 12, 2023 10:26 am
by Ruin
Garamore wrote: Wed Jan 11, 2023 11:21 pm
Mara pull needs a fix not a nerf! - it shouldn't break if the player jumps. It does have 2nd range check if you run backwards it will break. Its also possible to block/parry it. Easiest way to check if someone is a good player is to try to pull them. Its pretty rare you hook a good player.
Why shouldn’t it break when jumping? Healers can't cast and jump, their 1 sec cast on the move abilities. sorry don’t have a better example of an ability it’s the closes correlation I could find.
Re: Gap Closer Balance
Posted: Thu Jan 12, 2023 10:31 am
by Sinisterror
Ruin wrote: Thu Jan 12, 2023 10:26 am
Garamore wrote: Wed Jan 11, 2023 11:21 pm
Mara pull needs a fix not a nerf! - it shouldn't break if the player jumps. It does have 2nd range check if you run backwards it will break. Its also possible to block/parry it. Easiest way to check if someone is a good player is to try to pull them. Its pretty rare you hook a good player.
Why shouldn’t it break when jumping? Healers can't cast and jump, their 1 sec cast on the move abilities. sorry don’t have a better example of an ability it’s the closes correlation I could find.
I think he means that Marauder pull can be avoided if target uses jump at exact same time when pull is about to happen. It worked like this Live as well,not saying it should work like this but Live Piercing Bite was bugged also and affected ALL skills including Auto Attacks.
About engi/magus pulls i think they should be like they used to be
https://www.youtube.com/watch?v=-5Zw4FUPacc
Re: Gap Closer Balance
Posted: Thu Jan 12, 2023 12:43 pm
by Omegus
dtjror wrote: Thu Jan 12, 2023 9:38 am
Omegus wrote: Wed Jan 11, 2023 11:11 pm
dtjror wrote: Wed Jan 11, 2023 7:59 pm
Simple answer - Yes, both pulls and jumps should be 40 feet. There's no reason you should be able to jump/pull 2/3 the distance of most ranged damage abilities (100 ft).
Further answer - Even with range change, they still would need to fix the completely broken pulls. WL pull is basically useless. Mara pull on the other hand is bugged to the point of being an outright exploit. And yet these things go on for months...
It's almost as if there's a huge rework going on in the background and almost all class changes/fixes are on hold until it's done.
Yea, I asked about that after 2 months and no update, no other requests for update. Thread closed. I wouldn’t expect anything on that for several more months. In the meantime, destro exploits continue unabated…
Work is still on-going. They are literally re-writing the entire ability system from scratch and then having to port over all the changes to abilities that the ROR team have made.
If the bug isn't on the level of Zealots proccing 4k damage on every direct heal or multiple tactics being used then I wouldn't expect it to be fixed anytime soon.
Re: Gap Closer Balance
Posted: Thu Jan 12, 2023 12:44 pm
by Omegus
Sinisterror wrote: Thu Jan 12, 2023 10:31 ambut Live Piercing Bite was bugged also and affected ALL skills including Auto Attacks.
I thought the issue with PB on live was that it affected Flail while mutated, due to the interpretation that the 2-hit version required a mutation?