Squig Herder
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Your topic MUST start with your class name between hooks (IE : [Shaman] blablabla)
Re: Squig Herder
Just a hint, kill his pet and then focus the player. There are little tools like champ challenge, one usually uses on hard to catch targets.
Dying is no option.
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Re: Squig Herder
It was Baloon, I were in the scenario. Specced for cc annoyance, killing pet really dosent help. Luckily not many meatballs like him
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Re: Squig Herder
CountTalabecland wrote: ↑Fri Jan 04, 2019 6:15 pm I don’t think the OP’s argument that Knockback timers should apply to SH is unreasonable. At the very least make it a channel ability like zealot that can be taunt interrupted. Being able to move and do multiple knockbacks on a ranged class (even in melee build) is over performing imo. Especially when combined with choppa pull, order flies across the screen for 20 seconds, can’t use abilities, and is dead.
If the SH had to be channeling in place or at least without the ability to pounce out again that would be more balanced for counter play. Ik WL has pounce but that it so they can single target dps/their crowd control is very limited. A melee class jumping out of guard range to burst makes sense because it risky to leave guard/heal range. A ranged class melee defensive build jumping out of guard range but being survivable with tank level cc is neither risky nor reasonable. Who cares what dps it does if the cc is so powerful the target group is interrupted until the rest of the dest grp shows up to dps?
I understand that this might not be a big threat to e-sport type “meta” groups, whatever that is, but for the majority of the server who pug or form impromptu grps from /5, it is indeed imo borderline gamebreakiny effective.
Edit: I realize a lot of its effectiveness in Pug/wb play comes from order’s squishy tendency not to play tanks and melee. Ik, I hate it too but its been this way for 10 years so regrettably i think it needs to be taken into balance considerations even though it is 100% player choice to suck that bad.
Luckily for us, it's already a channeling
That's mean even a taunt interrupt it no ?
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Iwar -> Archmage
Re: Squig Herder
It seems that this topic is not about SH but more about the sh and his annoying tank/sh/2dd party setup
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Karak Norn - Haeroon KoTBS
RoR:
- Chaeron - SM
- Nogrun - magnet eng
- Cheron - i want sorc Black Horror skill for my BW
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Re: Squig Herder
I don't recall seeing a animation on the character to let you know the channeling is happening, its usually how I know to taunt a choppa or zealot for example. But yeah according to that tooltip it should be interruptible. I will have to start throwing taunt on more meatballs and see what happens.Machwar wrote: ↑Sat Jan 05, 2019 11:50 amCountTalabecland wrote: ↑Fri Jan 04, 2019 6:15 pm I don’t think the OP’s argument that Knockback timers should apply to SH is unreasonable. At the very least make it a channel ability like zealot that can be taunt interrupted. Being able to move and do multiple knockbacks on a ranged class (even in melee build) is over performing imo. Especially when combined with choppa pull, order flies across the screen for 20 seconds, can’t use abilities, and is dead.
If the SH had to be channeling in place or at least without the ability to pounce out again that would be more balanced for counter play. Ik WL has pounce but that it so they can single target dps/their crowd control is very limited. A melee class jumping out of guard range to burst makes sense because it risky to leave guard/heal range. A ranged class melee defensive build jumping out of guard range but being survivable with tank level cc is neither risky nor reasonable. Who cares what dps it does if the cc is so powerful the target group is interrupted until the rest of the dest grp shows up to dps?
I understand that this might not be a big threat to e-sport type “meta” groups, whatever that is, but for the majority of the server who pug or form impromptu grps from /5, it is indeed imo borderline gamebreakiny effective.
Edit: I realize a lot of its effectiveness in Pug/wb play comes from order’s squishy tendency not to play tanks and melee. Ik, I hate it too but its been this way for 10 years so regrettably i think it needs to be taken into balance considerations even though it is 100% player choice to suck that bad.
Luckily for us, it's already a channeling
That's mean even a taunt interrupt it no ?
Brynnoth Goldenbeard (40/80) (IB) -- Rundin Fireheart (40/50) (RP) -- Ungrinn (40/40) (Engi)-- Bramm Bloodaxe (40/83) (Slayer) and a few Empire characters here or there, maybe even an elf.
Re: Squig Herder
of course you can see the animation, look at the healer bump in every direction
Arroswar -> Disciple of Khaine
Iwar -> Archmage
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Re: Squig Herder
exactly this, and he is basically the only SH who plays like this, to achieve this level of "annoyance" (from order pov) at least. I'd take this topic with a grain of salt, imo it's not more than just QQing about a single person playing their class/role extremely well and understands the game so well as to know when to do what outside of being a CC monster.
All you can do is either accept this player/PM/duo is just better than you or you learn how to deal with them. Starting a thread asking to nerf an entire class because a single player knows how to play won't help you much.
Re: Squig Herder
more than that , asking for nerf if someone jumps on you and kill in 2-3 gcd makes sense, but just because hes "annoying" doesnt.
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Re: Squig Herder
Just watch some Zarbix stream man. He forced Balloon pull back all the time via pet kill.
DoK RR80+, Chosen RR80+, Choppa RR70+, SH RR75+ WP RR65+
Re: Squig Herder
Well he is not unkillable, when taking out the support first, but usually pet is eaten 1 sec before killing it, hence my comment, wasted time dpsing it down, invalidated by an instacast ability. Better off focusing anything else imo.
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