Yes, at the moment I am talking about the example on WE daggers. And about the fact that the old system in this regard worked more correctly than it works now. As a variant of the correction, I wrote that it is possible to expand the zone, as it is done, for example, with a blow to the back and armor penetration, which according to the description works from behind, but in fact from the side. The same can be done with a dagger.Stinksuit wrote: Sun Aug 17, 2025 9:05 amIf you're not talking about the throwing dagger/gunshot that slows then I'm not sure what it is aboutvipevox wrote: Sun Aug 17, 2025 8:53 amOf course, I know about the delayed daggers, but I'm still talking about something else. And I've updated my answer above.Stinksuit wrote: Sun Aug 17, 2025 8:50 am
Biggest reason why WE/WH slow dagger/gunshot snare worked better before was because there was no real reason for people to strafe. You could just run normally and shoot arrows from you bum so most didn't bother with strafing. I can't say I agree that doing very basic MMO movement is ''exploit''. There are things WE/WH can do to make the chance for the snare to proc higher, which I explained in this thread already and I know its much worse than what it used to be since I have also played my WE before and after the changes.![]()
![]()
The movement or jumping alone doesn't prevent any enemy spell casts like for example how jumping used to cancel mara pull. Atleast I am not aware of anything like that and none of the people I asked about this were either. If you know some enemy casts that get interrupted by jumping or movement its probably a good idea to bug tracker it and hopefully there is a fix to it. Only thing that comes to my mind are the melee channels that get instantly cancelled if someone moves out of range or to the side enough so the cast is not within the hit range. Ofcourse that can be done for range channels too but the radius is much bigger than it is for melee channels.
ASW vs WE fights
Forum rules
Before posting on this forum, be sure to read the Terms of Use
Before posting on this forum, be sure to read the Terms of Use
Re: ASW vs WE fights
Ads
Re: ASW vs WE fights
They could change it to work that way but thats upto the devs and doesn't have anything to do with jumping. I guess its just getting confusing that we are talking about different topics or something at this point :Dvipevox wrote: Sun Aug 17, 2025 9:14 amYes, at the moment I am talking about the example on WE daggers. And about the fact that the old system in this regard worked more correctly than it works now. As a variant of the correction, I wrote that it is possible to expand the zone, as it is done, for example, with a blow to the back and armor penetration, which according to the description works from behind, but in fact from the side. The same can be done with a dagger.Stinksuit wrote: Sun Aug 17, 2025 9:05 amIf you're not talking about the throwing dagger/gunshot that slows then I'm not sure what it is about :Dvipevox wrote: Sun Aug 17, 2025 8:53 am
Of course, I know about the delayed daggers, but I'm still talking about something else. And I've updated my answer above.
The movement or jumping alone doesn't prevent any enemy spell casts like for example how jumping used to cancel mara pull. Atleast I am not aware of anything like that and none of the people I asked about this were either. If you know some enemy casts that get interrupted by jumping or movement its probably a good idea to bug tracker it and hopefully there is a fix to it. Only thing that comes to my mind are the melee channels that get instantly cancelled if someone moves out of range or to the side enough so the cast is not within the hit range. Ofcourse that can be done for range channels too but the radius is much bigger than it is for melee channels.
Stink Zealot
https://youtube.com/@stinksuit?si=CXByNRDuXDhdCBSp
https://youtube.com/@stinksuit?si=CXByNRDuXDhdCBSp
Re: ASW vs WE fights
Yes, it's already a bit confusing) Of course, I'm not talking about jumps, but sideways movements, which do not allow you to slow down the target with the knives in WE. But in the end, yes, my complaints (or rather wishes for corrections) are specifically to the developers who changed the ability system, but did not take into account a certain emerging exploit in movements and positioning. In any case, I liked the video and good luck in battles in RVRStinksuit wrote: Sun Aug 17, 2025 10:35 amThey could change it to work that way but thats upto the devs and doesn't have anything to do with jumping. I guess its just getting confusing that we are talking about different topics or something at this pointvipevox wrote: Sun Aug 17, 2025 9:14 amYes, at the moment I am talking about the example on WE daggers. And about the fact that the old system in this regard worked more correctly than it works now. As a variant of the correction, I wrote that it is possible to expand the zone, as it is done, for example, with a blow to the back and armor penetration, which according to the description works from behind, but in fact from the side. The same can be done with a dagger.Stinksuit wrote: Sun Aug 17, 2025 9:05 am
If you're not talking about the throwing dagger/gunshot that slows then I'm not sure what it is about![]()
The movement or jumping alone doesn't prevent any enemy spell casts like for example how jumping used to cancel mara pull. Atleast I am not aware of anything like that and none of the people I asked about this were either. If you know some enemy casts that get interrupted by jumping or movement its probably a good idea to bug tracker it and hopefully there is a fix to it. Only thing that comes to my mind are the melee channels that get instantly cancelled if someone moves out of range or to the side enough so the cast is not within the hit range. Ofcourse that can be done for range channels too but the radius is much bigger than it is for melee channels.![]()

- sharpblader
- Posts: 308
Re: ASW vs WE fights
Spoiler:
The height of regen WE dominance was when I believe they introduced triumph/vict ring outside ranked for the 4pc bonus and WB was bugged as it was getting dmg buff from frenzied mayhem without even requiring to slot the tactic.
That era was nightmare fuel. 2-3 WB rotations were enough to get a solo kill. Still, bis dps had enough power to counter them if they were prepared.
Re: ASW vs WE fights
I havent actually checked if WEs are able to get double absorb procs from gear now with darkpromise having it too. Even if they can't, its still quite a big boost in gear if they're using that compared to oppressor? Iirc that's the set with absorb. I suppose most high rr regen WE don't use that anyway but if its possible to get 2 absorbs from gear and then tactic it's gonna be really annoying to kill them xDsharpblader wrote: Sun Aug 17, 2025 6:51 pmAgreed. Still strong, but its slightly easier to deal with them now than before I feel.Spoiler:
The height of regen WE dominance was when I believe they introduced triumph/vict ring outside ranked for the 4pc bonus and WB was bugged as it was getting dmg buff from frenzied mayhem without even requiring to slot the tactic.
That era was nightmare fuel. 2-3 WB rotations were enough to get a solo kill. Still, bis dps had enough power to counter them if they were prepared.
Stink Zealot
https://youtube.com/@stinksuit?si=CXByNRDuXDhdCBSp
https://youtube.com/@stinksuit?si=CXByNRDuXDhdCBSp
Who is online
Users browsing this forum: No registered users and 3 guests