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Re: [Pulls]

Posted: Thu Feb 06, 2025 9:59 pm
by Tisaya
Zxul wrote: Thu Feb 06, 2025 6:47 pm
Tisaya wrote: Thu Feb 06, 2025 6:24 pm destro whiners broken ability
Facts
It is so nice of you to sum your post right at the beginning, so we don't even need to read the rest of it.
You being a destro stooge, I doubt you can even read

Re: [Pulls]

Posted: Thu Feb 06, 2025 10:21 pm
by Easysteps2
Maliceblades wrote: Thu Feb 06, 2025 12:21 pm this is the most delusional take WL pull you 10ft before they even get to you and with ping who even knows if you are the one getting pulled it also cost nothing.

i don't even play Mara and i see their pulls getting disrupted constantly you can also just jump and cancel their pull

since you want to nerf a barely functional class lets nerf WL also strongest 1V1 1VX WB class in the game that also has a pull that requires nothing to cast.
I know a lot of white lions and almost all of them are loner. Even if you have a lion, in sieges, the lion dies before it can pull. I don't see them often.

I see order players getting pulled all the time, today I saw an order player get pulled and die every 5 seconds during a siege (I got pulled and was dead, watching).

Destruction has too much access to pulling compared to Order. I think pulling in general is too powerful anyway, it makes it almost impossible to body block during sieges. Order does not have these abilities. Combine it with multiple AE disables (I've seen disabled for over 10 seconds before), punts that ignore immunities, there's a lot of advantages that destro has that order doesn't.

Also, mara is not a barely functioning class. Their regen is significant in 1v1, their DPS can be significant, and the pull is close to game breaking during sieges. That's not "barely functioning".

WL has good damage, but so do several classes. Mara included. Depends on situation, gear, skill, spec.

Re: [Pulls]

Posted: Thu Feb 06, 2025 10:56 pm
by Zxul
Tisaya wrote: Thu Feb 06, 2025 9:59 pm
Zxul wrote: Thu Feb 06, 2025 6:47 pm
Tisaya wrote: Thu Feb 06, 2025 6:24 pm destro whiners broken ability
Facts
It is so nice of you to sum your post right at the beginning, so we don't even need to read the rest of it.
You being a destro stooge, I doubt you can even read
See you can do it, good boy! But you need to try a bit harder, common I believe in you, just put that little extra effort in!

Re: [Pulls]

Posted: Fri Feb 07, 2025 4:14 am
by Scragmuncher
Mara pull is all kinds of broken but you always get a tonne of shills defending it.
It should be put into a the single target spec and be put on CD if the skill fails. The other issues such as pulling through terrain, keep doors, walls etc is harder to fix.

Re: [Pulls]

Posted: Fri Feb 07, 2025 11:08 am
by Voldt
Tisaya wrote: Thu Feb 06, 2025 9:59 pm
Zxul wrote: Thu Feb 06, 2025 6:47 pm
Tisaya wrote: Thu Feb 06, 2025 6:24 pm destro whiners broken ability
Facts
It is so nice of you to sum your post right at the beginning, so we don't even need to read the rest of it.
You being a destro stooge, I doubt you can even read
Hey Mr. Wargrimnir, isn't that harassment? Or does it only apply to Destros supposedly doing it?

Re: [Pulls]

Posted: Fri Feb 07, 2025 1:27 pm
by Bullen1995
SH and SW imo should be able to counter the pulls with Sticky Squigs/Whirling Pin and you should not have to land to use it.

Its literally one of the few mechanics that keeps them alive and the way it works now is way to slow and you are already dead way before you even land on the ground to counter it especially during pushes. And if used while pulled it goes on cooldown mid air...

The alternative make pull effect faster so you have time to land and counter or make the jump backs working mid air anything would be better than what we have now.

Re: [Pulls]

Posted: Fri Feb 07, 2025 2:00 pm
by Akalukz
Easysteps2 wrote: Thu Feb 06, 2025 10:21 pm
Spoiler:
Maliceblades wrote: Thu Feb 06, 2025 12:21 pm this is the most delusional take WL pull you 10ft before they even get to you and with ping who even knows if you are the one getting pulled it also cost nothing.

i don't even play Mara and i see their pulls getting disrupted constantly you can also just jump and cancel their pull

since you want to nerf a barely functional class lets nerf WL also strongest 1V1 1VX WB class in the game that also has a pull that requires nothing to cast.
I know a lot of white lions and almost all of them are loner. The pet just doesn't work consistently, you need to be extremely close to the target for it to work. The WL I know that has a lion doesn't spec for pulling. WL pulling is extremely rare from what I've seen, even in WBs. I see order players getting pulled all the time.

Engineers need to spec to the top of the Tinkerer tree to pull. I also don't see this very often. You have to give up something, in this case it's damage. Even choppas need to spec deep into a tree for Git to Da Choppa (which seems common), which is very short range.

Destruction has too much access to pulling compared to Order. I think pulling in general is too powerful anyway, it makes it almost impossible to body block during sieges. Order does not have these abilities. Combine it AE stuns that ignore immunities, punts that ignore immunities, there's a lot of advantages that destro has that order doesn't.
Also, mara is not a barely functioning class. Their regen is significant in 1v1, their DPS can be significant, and the pull is close to game breaking during sieges. That's not "barely functioning".

WL has good damage, but so do several classes. Mara included. Depends on situation, gear, skill, spec.
In a game designed for 24v24 or larger none of this matters in the long run. 1v1 additionally I and possibly other mara's would give up pull for a 25% damage core tactic i believe especailly in wb fights.

Re: [Pulls]

Posted: Fri Feb 07, 2025 2:11 pm
by Zxul
Bullen1995 wrote: Fri Feb 07, 2025 1:27 pm SH and SW imo should be able to counter the pulls with Sticky Squigs/Whirling Pin and you should not have to land to use it.

Its literally one of the few mechanics that keeps them alive and the way it works now is way to slow and you are already dead way before you even land on the ground to counter it especially during pushes. And if used while pulled it goes on cooldown mid air...

The alternative make pull effect faster so you have time to land and counter or make the jump backs working mid air anything would be better than what we have now.
They already have ranged snares/ speed tactics to help them kite the melee to death, and now you want to make them being able to counter pulls as well?

Re: [Pulls]

Posted: Fri Feb 07, 2025 3:33 pm
by Florian90210
Don't run away from fight and pulls not gonna bother you.
That's why order complain about pulls all the time, they get caught running away to their wc or they have glass cannon build on their SW.

Re: [Pulls]

Posted: Fri Feb 07, 2025 5:02 pm
by Tisaya
Florian90210 wrote: Fri Feb 07, 2025 3:33 pm Don't run away from fight and pulls not gonna bother you.
That's why order complain about pulls all the time, they get caught running away to their wc or they have glass cannon build on their SW.

Yeah, I'm sure it's players fault not building enough tankiness to survive being pulled into the middle of 5x WB blob, not broken ability.