Avernus wrote: ↑Tue Nov 22, 2022 8:50 am
Farrul wrote: ↑Tue Nov 22, 2022 8:29 am
Alas, so many things to fix with the class, i will add:
Whirling Pin.
This ability is vital for the Shadow Warrior's defences yet it is unreliable and will result in many deaths.
Problem(s):
1)The animation and Cooldown will fire off despite the ability doing nothing and the SW standing there dumbstruck, this happens frequently when e.g knocked down, i can't tell what is the cause but it's annoying as hell and punishes players with High APM (action per minute, which is required to play a squishy archer class efficiently).
2) When it triggers a pull can reverse direction // cancel the animation mid-air, this again will result in many death's. The bugged-range Marauder pull is especially a cause for this.
unlike 'bow' Squig herders Shadow warrior's do not have the privilege of multiple defensive abilities, the one's we got need to at least work properly, otherwise imho a new defensive tool is needed.
1) As far as i can remember - you can't jump away from your target if your target is immune to snare. You must apply your snare first and only if you managed to do so you can jump away. SH has the same problem. Well, that was on live so i can't say that it's 100% true.
2) Yes, if you are jumping you are still susceptable to CC. Kinda bad (and it's even worse that while SH has some other options SW has whole lot of nothing).
There is no snare immunity in RoR. Whirling pin is only required to hit one enemy in the 30ft radius, and is unblockable (just like the backdash from WH/WE, with the notable difference it's an 30ft AoE and not a melee ST skill, wich makes WP very reliable).
The only difference with the SW and SH being, Order side you have to fight against multiple pulls (Choppas, Maras) wich counteract your whirling pin (you got stopped mid-air most of the time), and you need to survive a couple more seconds to be able to jump back, if the pull happened before.
SH wont have to be insta-pulled, and can effectively avoid WL pulls just using their backdash ability, plus the free 30% charge for 10s (with still being able to kd/disarm/snare you while running because it's the only charge skill wich wont break on ability use).
Whirling pin should make you immune from pulls for the flight duration (let's say 3s), because actually, being the only base defensive skill for SW it should not face as much pulls there is now Destruction side...
SW is still a very squishy class, running with zero toughness and 7k HP in BiS gear, light armored (outside of assault stance, the only reliable defensive option the class sadly got), and who cannot survive/kite as efficient compared to his SH counterpart.
Let's give SW (all specs) a basic core skill like the SH charge ?
Something like "
Shadow Haste : you vanish into shadows for 2s, and got a 30% speed buff for 10s (can use skills without breaking the effect)" ?
Like a signature skill for a character called SHADOW Warrior ?