Re: [SH] Ranged knock down has to go
Posted: Fri Jan 15, 2021 2:56 pm
Giving herders easy access to 3s knock down, 50% heal debuff and 4s silence with all the other tools they have is just plain stupid. Say what you want.
Warhammer Online
https://www.returnofreckoning.com/forum/
https://www.returnofreckoning.com/forum/viewtopic.php?t=43222
It's not that one ability but all they have in combination. I guess you are not capable of realizing that. So you better stfu.
buffalosolja wrote: Fri Jan 15, 2021 3:24 pm Honestly i dont mind if they keep squig ranged KD
But if they want to be decent they need to give SW back his range debuff ability and also allow them to use KD while moving.
SHs has RKD while moving + range debuff ability while SWs has to cast it 1 sec without moving? plus no range debuff..
Thats messed up!
Then you forgot to mention that it is only possible with Sov+2 bonus...Zappers wrote: Fri Jan 15, 2021 1:56 pmok here The BuildNeverever wrote: Fri Jan 15, 2021 12:38 pmDude you don't even know what you are talking about. How would you go up to 13 points on path of bouncing tree and take healdubuff at the same time ? Your post is clearly another whining post. What other reason we need to nerf SH now... This guy finds it to be the hardest class to kill on 1vs1 personally... Well well well isn't SH definately OP now ?.Zappers wrote: Fri Jan 15, 2021 12:18 pm
If I wanted to play a Squigherder I would play the Squiq as Melee up to 13 high in the middle tree and also take the KD and the Healdebuff in the right tree and a mirror to the Assault Shadow Warrior would only be more mobile ...
I know ranged KD is an annoying tool in RVR when it is not you who is firing it, but Destro has been dealing with it for more than a decade. I am sure you guys will get used to it eventually.
https://builder.returnofreckoning.com/c ... 5,5530,532 1853, 1835 & mm = & mt = 5529, 5531 & t =
Assuming this is a SW? At any rate, stats without context or whether these are all 1v1 or whatever this thread is meant to prove is useless. A geared SW can probably kill under-geared pugs but what can't?M0rw47h wrote: Thu Jan 14, 2021 9:09 pmIndeed, nobody dies to ranged Shadow Warriors, n-o-b-o-d-y.CountTalabecland wrote: Thu Jan 14, 2021 8:05 pm Wait do people really get ganked by Shadow Warriors?
and ranged ones no less? Shadow Warriors are dead meat alone and out in the open. I can't think of a destro MDPS that can't catch them and easily at that.
This seems like false equivalency. SW=food for classes with pull or ranged/AoE CC of any kind. Who cares if Order has ranged KD when destro has the pulls and Squig pounce. Order, especially SW, can't escape ****.
Spoiler:
Well said GinnNSKaneda wrote: Fri Jan 15, 2021 4:34 pmbuffalosolja wrote: Fri Jan 15, 2021 3:24 pm Honestly i dont mind if they keep squig ranged KD
But if they want to be decent they need to give SW back his range debuff ability and also allow them to use KD while moving.
SHs has RKD while moving + range debuff ability while SWs has to cast it 1 sec without moving? plus no range debuff..
Thats messed up!
Buffed 110ft stationary rKD vs 80ft mobile one - 30ft is roughly 1-1.5 seconds you need to close that gap. In 1v1 scenario if SW opens he has a good chance of finishing SH since they cancel each other out. But if SH knows his squigs he will range debuff before closing the gap and he has a good chance of coming on top - sure, SWs have tools to counter but easiest solution would be to mirror rSH changes by moving Eye Shot to Skirm tree and giving it "on the move" while nerfing the range to 65ft and moving Flame arrow to scout, buffing it to 100ft and yes, keeping vengeful aoe increase. I would also redo glass arrow to mirror Shrapnel arrer - ini debuff + 75% range reducer is way better than AP hungry burst enhancer tied to racial synergy gameplay. Plus let's keep in mind that SWs have decent offensive mobility that's not tied to dmg exposure, long cooldown or pets.
To compensate for BWs insta rKD and range debuff on rSWs Flame arrow would have to have a cast time - 1.0 second cast with 15s cooldown would be fair IMO (herder's version got free immunity knockback and 2.0 seconds cast after all).
And you're deadly enough with vanq, imagine the dmg you'll do with inv+ gear mate![]()