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Close Combat

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anarchypark
Posts: 2085

Re: Close Combat

Post#31 » Fri Aug 17, 2018 4:02 pm

TenTonHammer wrote: Fri Aug 17, 2018 2:53 pm what a time to be alive, when players say they will take GTTC over ID, its still the worst pull on destro, Magnus has better, safer mass pull and mara has better targetd pull and the ability itself is so easy to interrupt with all the CC on order or just using taunt

you haven't met choppas using it to stuck ppl at keep door.
they love it.
SM8, SW8, AM8, WL7, KoBS6, BW6, WP8, WH7, IB8, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
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Reesh
Posts: 645

Re: Close Combat

Post#32 » Fri Aug 17, 2018 4:08 pm

TenTonHammer wrote: Fri Aug 17, 2018 2:53 pm Magnus has better, safer mass pull
How on earth, pulling 6+ people at the same second into your face when you're not mobile is safer, then pulling one, by one, by one, whilst you have 30% increased speed?

I played choppa and had fun with that skill, it's amazing.
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Tesq
Posts: 5713

Re: Close Combat

Post#33 » Fri Aug 17, 2018 4:21 pm

Spoiler:
anarchypark wrote: Fri Aug 17, 2018 4:02 pm
TenTonHammer wrote: Fri Aug 17, 2018 2:53 pm what a time to be alive, when players say they will take GTTC over ID, its still the worst pull on destro, Magnus has better, safer mass pull and mara has better targetd pull and the ability itself is so easy to interrupt with all the CC on order or just using taunt

you haven't met choppas using it to stuck ppl at keep door.
they love it.
some ppl analysis just dont go...

A- it increase your movement speed , when this is usefull?
B: gank/small scale / grab flewing ppl (but is in at the TOP of the AOE for mass pvp mastery....seriusly?)


A:it pull 1 by 1 ppl , it can be interrupt / punt /KD , it have a small range /radius compared to magus one but it is better than magus??
B. in static situation such keep siege = no / in mobile situation due magus have more range they are even.


A:it can be used togheter with magus pull?
B: "NO" it can't, they share the same immunity (and it last the same time) so if you pull with choppa you CANT Pull with magus.

-it's higher than where shatter limbs is for slayer so choppa need 13 pt slayer need 9pt for his CC; slayer can fit shatter limbs with all other 13 pt skills from other mastery; choppa cant (can choppa fasta .....sigh......that ridiculus useless remnant )
-choppa one give immunity, slayer one DONT (i know squig is cross mirror but choppa is still not on par).


A. why magus pull is better?
B: becasue when pulling ppl togheter you can ista burst em all togheter , kill ppl 1 by one and make the dmg not hit every one at the same time mean enemy can heal easier trought it and if the initial target can put a coutnerplay on the pulling choppa ( st interrupt /aoe interrupt /KD /punt then you have one wasted class in WB.

the only reason why choppa pull is working is becasue ppl not bothering to coutner it, their fault, this is not requiring awarenss like the engi/magus does; this require coutner play. Any engi have an aoe interrupt, any tank have a st interrupt ....(choppa are not even small so ez to click). It's still one of the worst skill in game, the only reason to use such skill would be if the immunity which confer would be low and would somewhat combine with a magus pull well enough in timer sequence that it can pressure the enemy and be lowered into 9pt and make choppa fasta something worth for a 13 pt skill.
Last edited by Tesq on Fri Aug 17, 2018 4:42 pm, edited 10 times in total.
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Gaunt2005
Posts: 10

Re: Close Combat

Post#34 » Fri Aug 17, 2018 4:29 pm

Please just remove pull. It's such a **** ability and a cancer on the game.

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kmark101
Posts: 482

Re: Close Combat

Post#35 » Fri Aug 17, 2018 4:32 pm

Gaunt2005 wrote: Fri Aug 17, 2018 4:29 pm Please just remove pull. It's such a **** ability and a cancer on the game.
This. Also very unrealistic, how would a double wielding melee class pull from a distance? With verbal insults so mean that the opponent immediately flies to them? :)
Gryyw - Ironbreaker

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Tesq
Posts: 5713

Re: Close Combat

Post#36 » Fri Aug 17, 2018 4:35 pm

Spoiler:
kmark101 wrote: Fri Aug 17, 2018 4:32 pm
Gaunt2005 wrote: Fri Aug 17, 2018 4:29 pm Please just remove pull. It's such a **** ability and a cancer on the game.
This. Also very unrealistic, how would a double wielding melee class pull from a distance? With verbal insults so mean that the opponent immediately flies to them? :)
they are ork, law of the worlds dosent matter to them it is well know in background of the franchise; it could even send you on the moon if he belive enough he can do it (exagerating but a pull is not unrealistic).
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CoffeeForAll
Posts: 57

Re: Close Combat

Post#37 » Fri Aug 17, 2018 4:37 pm

kmark101 wrote: Fri Aug 17, 2018 4:32 pm
Gaunt2005 wrote: Fri Aug 17, 2018 4:29 pm Please just remove pull. It's such a **** ability and a cancer on the game.
This. Also very unrealistic, how would a double wielding melee class pull from a distance? With verbal insults so mean that the opponent immediately flies to them? :)
They use whaaag! magic

Just in case you think that i'm kidding
http://warhammerfantasy.wikia.com/wiki/Waaagh!_Magic

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Renork
Posts: 1208

Re: Close Combat

Post#38 » Fri Aug 17, 2018 5:34 pm

Azarael wrote: Fri Aug 17, 2018 7:11 am WL will be subject to change.
The only people that are against changing them are the ones that play them and the typical response is "lol kill the pet", or "the class is only good for 1v1 or very small scale and has no role in wb play" (yet almost every "6-man" runs them? kek). It also happens to be the most played class in Order, second being AM's.

I would much rather a WL spam pounce at me (old school) non-stop than have a WL with 10cd pounce kill me in a few seconds out of nowhere unless I have a healer with good reflexes healing me. The whole "kill the pet" argument is useless majority of the time since they are back up in 30 seconds, although I do this often just to be an ass.

I can assure you the Order population would take a dramatic hit if you nerfed the class though :^), even the dumbest player can easily perform well on the class and people (in general) love playing easy classes.

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hammerhead
Posts: 308

Re: Close Combat

Post#39 » Fri Aug 17, 2018 5:39 pm

Tesq wrote: Fri Aug 17, 2018 4:21 pm
"A- it increase your movement speed , when this is usefull?"

then you break a line of tank and push ranged who сan not do damage while moving

B: gank/small scale / grab flewing ppl (but is in at the TOP of the AOE for mass pvp mastery....seriusly?)

its top rvr mastery for rvr purpose only. I rely dint see choppa pull in SC

A:it pull 1 by 1 ppl , it can be interrupt / punt /KD , it have a small range /radius compared to magus one but it is better than magus??

Always the destro has 3-4 tanks and the same amount of choppa in the first line. Need not interrupt and what type of SM - Crashing Wave, but even it does not help much. Engi grenadier have 65 ft range without spend tactic and placed gun turret. 15 ft gap is somewhat second or less due lag to response. If i pulled i relocate my turret and self destruct to buy some time and instant have snared and killed.

B. in static situation such keep siege = no / in mobile situation due magus have more range they are even.

No its not for static its for all about do all thing on the move.

-it's higher than where shatter limbs is for slayer so choppa need 13 pt slayer need 9pt for his CC; slayer can fit shatter limbs with all other 13 pt skills from other mastery; choppa cant (can choppa fasta .....sigh......that ridiculus useless remnant )
-choppa one give immunity, slayer one DONT (i know squig is cross mirror but choppa is still not on par).

Its about some general rule/ 1 ability do damage. 2 do small damage and buff 3 do same and debuf 4 do same and do CC.
But choppa pull does all this at one time during the time, with a safe distance.

A. why magus pull is better?
B: becasue when pulling ppl togheter you can ista burst em all togheter , kill ppl 1 by one and make the dmg not hit every one at the same time mean enemy can heal easier trought it and if the initial target can put a coutnerplay on the pulling choppa ( st interrupt /aoe interrupt /KD /punt then you have one wasted class in WB.

Or insta dead. Magnet and rift require coordination and preparation.

the only reason why choppa pull is working is becasue ppl not bothering to coutner it, their fault, this is not requiring awarenss like the engi/magus does

Ok. Maybe there is no problem with WL? Maybe destro not bothering to coutner it...
(\|)o0(|/)

sogeou
Posts: 413

Re: Close Combat

Post#40 » Fri Aug 17, 2018 7:32 pm

Azarael wrote: Fri Aug 17, 2018 7:11 am WL will be subject to change.
Best news yet! Welcome back. I look forward to see which items you remove. I am hoping removing toughness to increase their damage and fix the lack of the PET using ICD which it did in live. Each pet move should have a GCD which it does not.

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