Marauder pull......?
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Re: Marauder pull......?
The easiest fix, get rid of the cast time and make it an instant pull, that way there isn't an issue. The cast time is supposed to give the defender a chance to break LoS or interrupt, where all it does is make it seem bugged. You "were pulled" at 65' it is giving you a chance to break it. The point of action already happened.
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Re: Marauder pull......?
Hmm, and where is the chance for target to react? The red line was designed to give you that chance within 2 sec. Same like when you see the lion running to you.Akalukz wrote: ↑Mon Oct 10, 2022 11:55 am The easiest fix, get rid of the cast time and make it an instant pull, that way there isn't an issue. The cast time is supposed to give the defender a chance to break LoS or interrupt, where all it does is make it seem bugged. You "were pulled" at 65' it is giving you a chance to break it. The point of action already happened.
Fast enough people could prevent that pull, while others will be pulled.
These skills should not be automatic!
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Re: Marauder pull......?
Pulls in the game in general are out of control. As an SM approaching the front line to fight, I keep gettting pulled into certain death! In Live I could go into Wall of Darting steel and break pulls, but in this iteration of the game, just keep getting killed, over and over again...
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Re: Marauder pull......?
Perhaps they should block /remove enemy marking addon (not enemy frames just the marking if possible) so that there are no permanently or other wise marked player. For WB you can still use mark the leader addon and of course fix the range issue they caused recently. Also people will abuse broken skills and most of us know who they are in a daily basis.. makes me wonder how the GMs don't know / see them and why not give them a 3 day ban or something to get in line of some fair play...Ninjagon wrote: ↑Tue Oct 04, 2022 1:22 pm Let me be clear, that (another) broken pull skill can be gamechanger:
Smart mara abuse this by pulling "permanent marked people" (like well known warband leaders, or main assist characters) from long distance right into the melee blob (where they quickly die), which leads to chaos and not assist at all. Isn't that sweet?
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Re: Marauder pull......?
Mara pull needs to be reworked, the channeling must interrupt on breaking LOS and when the target runs out of range.
It should not pull beyond 65ft.
The teamplay related argument that your tank can shield you from being pulled does not apply to every situation.
Yes it can work in scenario and city play but in any other situation when there is more then one marauder hiding in the blob, unable to be tab targeted, the pull is going to happen.
Through floors and fences, over all sorts of obstacles, around corners.. etc..
It's a needless unfair advatage compared to the questionable pet dependent White Lion pull. (pet just gets killed, needs 2 tactics to work properly... LOL)
Lets us also not forget that there are players with strange attitudes and questionable motivations that knowingly abuse this flawed mechanic on a daily basis.
There is no reason why Destro has 3 reliable pulls (Mara, Magus, Choppa) and Order only 1 1/2 (Engineer and White Lion).
It should not pull beyond 65ft.
The teamplay related argument that your tank can shield you from being pulled does not apply to every situation.
Yes it can work in scenario and city play but in any other situation when there is more then one marauder hiding in the blob, unable to be tab targeted, the pull is going to happen.
Through floors and fences, over all sorts of obstacles, around corners.. etc..
It's a needless unfair advatage compared to the questionable pet dependent White Lion pull. (pet just gets killed, needs 2 tactics to work properly... LOL)
Lets us also not forget that there are players with strange attitudes and questionable motivations that knowingly abuse this flawed mechanic on a daily basis.
There is no reason why Destro has 3 reliable pulls (Mara, Magus, Choppa) and Order only 1 1/2 (Engineer and White Lion).
Lutz
Re: Marauder pull......?
From blob wher are 48+ ppl Yours prob is pull ? U joined blob die with blob.madrocks wrote: ↑Wed Oct 19, 2022 8:44 am Mara pull needs to be reworked, the channeling must interrupt on breaking LOS and when the target runs out of range.
It should not pull beyond 65ft.
The teamplay related argument that your tank can shield you from being pulled does not apply to every situation.
Yes it can work in scenario and city play but in any other situation when there is more then one marauder hiding in the blob, unable to be tab targeted, the pull is going to happen.
Through floors and fences, over all sorts of obstacles, around corners.. etc..
It's a needless unfair advatage compared to the questionable pet dependent White Lion pull. (pet just gets killed, needs 2 tactics to work properly... LOL)
Lets us also not forget that there are players with strange attitudes and questionable motivations that knowingly abuse this flawed mechanic on a daily basis.
There is no reason why Destro has 3 reliable pulls (Mara, Magus, Choppa) and Order only 1 1/2 (Engineer and White Lion).
Re: Marauder pull......?
I am new player and marauder pull is the most triggering spell for me at least. It kills the mood to play 10/10
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Re: Marauder pull......?
It is when mara charge start cating pull and run back 3 miles at the middle of destro zerg.wachlarz wrote: ↑Wed Oct 19, 2022 9:16 amFrom blob wher are 48+ ppl Yours prob is pull ? U joined blob die with blob.madrocks wrote: ↑Wed Oct 19, 2022 8:44 am Mara pull needs to be reworked, the channeling must interrupt on breaking LOS and when the target runs out of range.
It should not pull beyond 65ft.
The teamplay related argument that your tank can shield you from being pulled does not apply to every situation.
Yes it can work in scenario and city play but in any other situation when there is more then one marauder hiding in the blob, unable to be tab targeted, the pull is going to happen.
Through floors and fences, over all sorts of obstacles, around corners.. etc..
It's a needless unfair advatage compared to the questionable pet dependent White Lion pull. (pet just gets killed, needs 2 tactics to work properly... LOL)
Lets us also not forget that there are players with strange attitudes and questionable motivations that knowingly abuse this flawed mechanic on a daily basis.
There is no reason why Destro has 3 reliable pulls (Mara, Magus, Choppa) and Order only 1 1/2 (Engineer and White Lion).
Somehow that kills alot of the kitting options for one of the sides hence hidding into the zerg.
Mostly harmless
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Re: Marauder pull......?
If some marauder pulls, You from 24v24 fight to him, better be gratefull - its give you a little chance to survive. If he pulls you into the 24v24 - blame warbands or game. Its BIG BATTLE ORIENTED MM, noone cares about one small Ant pilled from anthill.wachlarz wrote: ↑Wed Oct 19, 2022 9:16 amFrom blob wher are 48+ ppl Yours prob is pull ? U joined blob die with blob.madrocks wrote: ↑Wed Oct 19, 2022 8:44 am Mara pull needs to be reworked, the channeling must interrupt on breaking LOS and when the target runs out of range.
It should not pull beyond 65ft.
The teamplay related argument that your tank can shield you from being pulled does not apply to every situation.
Yes it can work in scenario and city play but in any other situation when there is more then one marauder hiding in the blob, unable to be tab targeted, the pull is going to happen.
Through floors and fences, over all sorts of obstacles, around corners.. etc..
It's a needless unfair advatage compared to the questionable pet dependent White Lion pull. (pet just gets killed, needs 2 tactics to work properly... LOL)
Lets us also not forget that there are players with strange attitudes and questionable motivations that knowingly abuse this flawed mechanic on a daily basis.
There is no reason why Destro has 3 reliable pulls (Mara, Magus, Choppa) and Order only 1 1/2 (Engineer and White Lion).
Otrmaybe this game need a revolutionary change? Who knows?
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