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[pull] mara

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Ruin
Posts: 332

Re: [pull] mara

Post#11 » Fri Mar 20, 2026 1:46 pm

Nameless wrote: Fri Mar 20, 2026 1:40 pm Imo pull could be balanced when review the conditions and the math befind it.
Which is the main scaling stat is it strength or intellect, what is the defense check parry or disrupt. How the main stat interact with the defense check. And is it undefendable when cast from behind?
And start the cd on cast start no matter if it is successful or not
pull strikethrew scales of mara STR, and as a magic ability it is setup against enemy Disrupt chance.
since its a dodge/disrupt chance it CAN be defended from the back.

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Nameless
Posts: 1530

Re: [pull] mara

Post#12 » Fri Mar 20, 2026 1:50 pm

Ruin wrote: Fri Mar 20, 2026 1:46 pm
Nameless wrote: Fri Mar 20, 2026 1:40 pm Imo pull could be balanced when review the conditions and the math befind it.
Which is the main scaling stat is it strength or intellect, what is the defense check parry or disrupt. How the main stat interact with the defense check. And is it undefendable when cast from behind?
And start the cd on cast start no matter if it is successful or not
pull strikethrew scales of mara STR, and as a magic ability it is setup against enemy Disrupt chance.
How strength relate to disrupt check i cant understand that
Mostly harmless

K8P & Norn - guild Orz

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Ruin
Posts: 332

Re: [pull] mara

Post#13 » Fri Mar 20, 2026 1:54 pm

Nameless wrote: Fri Mar 20, 2026 1:50 pm
Ruin wrote: Fri Mar 20, 2026 1:46 pm pull strikethrew scales of mara STR, and as a magic ability it is setup against enemy Disrupt chance.
How strength relate to disrupt check i cant understand that
it is working the same way for skill like throwing axe and the like for tanks and mDPS, that is chalanged by enemy dodge avoidance, but its scales with STR as it Main stat.

Nikt
Posts: 22

Re: [pull] mara

Post#14 » Fri Mar 20, 2026 1:57 pm

Alubert wrote: Fri Mar 20, 2026 1:34 pm
Nikt wrote: Fri Mar 20, 2026 12:24 pm I really don't understand such experienced players. One day they write that the blob needs to be countered. The next, they say that the only tools that allow even a small amount of dispersal blob are too easily accessible. Please eliminate the pull, and finally, we'll be able to stand anywhere, anytime, carelessly and sloppily for 10 hours under the enemy Warcamp. Who needs dynamics when you can have Warhammer chess?
I propose a small experiment, without a pull for at least two weeks :)
That's exactly the point.
Why does the blob mara spec need such a strong ST CC?
That's exactly what this skill is for—to pull enemies into your own blob.

If we assign TE only to the ST spec, the situation will improve dramatically.
Albert, you see yourself as a victim of the Marauder. I see myself as a victim of the WL.
In both cases, however, an action took place, and one side weakened. Destro/Order-1.
If there's no pull, the blob won't be shaken, and it won't panic or provoke to action. Both factions will simply stand behind the tanks and shoot at each other from a distance. For eternity.
Maybe I'm wrong, which is why I propose a 14-day experiment – ​​no pull.

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Demonito
Posts: 85

Re: [pull] mara

Post#15 » Fri Mar 20, 2026 6:28 pm

JohnnyWayne wrote: Fri Mar 20, 2026 6:58 am Yes and WL needs a pet, a tactic and a full ST specc to make the pull work - sometimes. Not to forget that it acutally needs to path to its target. Also the stun IS defendable - can be parried and blocked. Man. If you have no idea, don't post this **** smh.

Just remove mara and WL pulls. Extremely annoying to play against on both sides and just overall bad design.

- Brutal Pounce - Now deals 225 proc damage and has its duration reduced to 5 seconds. (While you can defend hits to prevent Brutal Pounce from proccing, Brutal Pounce itself, meaning both the damage and the knockdown, cannot be defended.)

From patchnote, meaning you have to parry or block all attacks for 5s, making it the best ST knockdown

How does WL need a ST spec to pull ?
AoE spec is better with a pet too (either Pack Synergy/Revenge tactics, or even both)
As for the tactic granting speed to the pet, you can do without using charge
I agreed about pathfinding/despawn (that are the real) issues but mara can have out of sight glitch during cast

Mara pull is maybe the best for big warbands, everywhere else I prefer my lion
Instead of nerfing mara (wich is already weakened by disrupts) dev could boost lion survival
The invincibility is a huge tool to pull during fort but to channel isn't great in warbands open fights
Buff could be an instant -% damages without channel

If pull was limited to a single spec, you would not be able to know wheter the guy is a threat or not
Don't play loner tactic in pvp, lion is a huge boost and he respawns every 15s

Alubert
Posts: 742

Re: [pull] mara

Post#16 » Fri Mar 20, 2026 7:23 pm

Nikt wrote: Fri Mar 20, 2026 1:57 pm
Alubert wrote: Fri Mar 20, 2026 1:34 pm
Nikt wrote: Fri Mar 20, 2026 12:24 pm I really don't understand such experienced players. One day they write that the blob needs to be countered. The next, they say that the only tools that allow even a small amount of dispersal blob are too easily accessible. Please eliminate the pull, and finally, we'll be able to stand anywhere, anytime, carelessly and sloppily for 10 hours under the enemy Warcamp. Who needs dynamics when you can have Warhammer chess?
I propose a small experiment, without a pull for at least two weeks :)
That's exactly the point.
Why does the blob mara spec need such a strong ST CC?
That's exactly what this skill is for—to pull enemies into your own blob.

If we assign TE only to the ST spec, the situation will improve dramatically.
Albert, you see yourself as a victim of the Marauder. I see myself as a victim of the WL.
In both cases, however, an action took place, and one side weakened. Destro/Order-1.
If there's no pull, the blob won't be shaken, and it won't panic or provoke to action. Both factions will simply stand behind the tanks and shoot at each other from a distance. For eternity.
Maybe I'm wrong, which is why I propose a 14-day experiment – ​​no pull.
It’s not about removing CC from the game.
It’s about maintaining balance and some semblance of fairness.

I don’t understand the defense of this nonsensical situation at all.

WL has a pull in a pure ST spec, and Mara should have something similar.

And I’m not defending Order here because I definitely see myself as a Destro player. It’s not about seeing only my side’s flaws, but about looking at things objectively.

Plus, Destro already has a much bigger advantage in pulls and non-immune knockbacks (Zealot Winds, SH Charge, BO right in the jibbles). And normal immun GTTC.

Generally, a good rule would be that players who only play one side should either not comment on balance or should have a label on the forum so that anyone reading knows it will be a one-sided and non-objective comment.
Hurub Chopa 80+ / Wybrany Chosen 80+ / Mroczniak BG 80+ / Alubercik BO 70+ / Doczek DoK 80+ / Hurubek Zeal 80+ /
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 80+ / Alubert KTB 80+ / Mnich WP 80+ / Kregi SL 70+ / Uposledzonyjez IB 60+

Starx
Posts: 370

Re: [pull] mara

Post#17 » Fri Mar 20, 2026 8:30 pm

Why is WL/Mara pull problematic and Magus/Engineer not? Aren't they the same thing pretty much but better since its aoe with the same range and a built in snare on a class with an aoe knockdown follow up? Sorry I dont play a whole lot of WB im actually curious not being snarky.

I get pulls are probably the least fun things to be on the recieving end of, but the CC in this game is extremely nuetered and like others pointed out its one of the only things in game that punishes bad posisitioning and doesn't require you to be in melee range like punts or chch etc. I honestly wish we had more CC and shorter immunity timers but im VERY aware im in the minority there.

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nailinthehead
Posts: 100

Re: [pull] mara

Post#18 » Fri Mar 20, 2026 8:45 pm

Why is WL/Mara pull problematic and Magus/Engineer not
Cos Engie/Magus pulls are high in their trees and need to be specced for. Plus they are stationary 2s cast, so are useless in any dynamic gameplay.

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Starx
Posts: 370

Re: [pull] mara

Post#19 » Fri Mar 20, 2026 9:08 pm

nailinthehead wrote: Fri Mar 20, 2026 8:45 pm
Why is WL/Mara pull problematic and Magus/Engineer not
Cos Engie/Magus pulls are high in their trees and need to be specced for. Plus they are stationary 2s cast, so are useless in any dynamic gameplay.
Didnt think of that, but wouldnt that matter more in small scale and less in WB play? Also I remember when I did mess around with magnet/rift even in scens you can sort of offset some of the clunky nature of those abilities by being mounted up and charging in with mount speed to drop it.

Also makes me wonder if there are any buffs in the game that could get the engy/magus reduced cast times besides morale 2. Which also would affect marauder since he shares the 2 sec cast although not being stationary.

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gersy
Posts: 294

Re: [pull] mara

Post#20 » Fri Mar 20, 2026 10:18 pm

so much comedy lately on the forums
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