1) Perhaps if the SW gets out of range in the first 0.5s of the cast. When the spell is halfway in, it will almost always go off. This goes for every class. Not sure if this is lag or working as intended. Anyhow, pull does not share a cooldown/immunity with any of the Marauder's other tools I listed. 2 sec cast on Pull seems fine.Zxul wrote: ↑Tue May 26, 2020 12:36 pmIf there is a bug with Whirling Pen's self punt, feel free to open ticket at bugtracker.Caduceus wrote: ↑Tue May 26, 2020 11:47 amWhirling Pen will rarely get you out of melee range, since the snare will be applied with a delay and the self-punt is extremely unreliable.Zxul wrote: ↑Tue May 26, 2020 10:32 am
Lets see now. Whirling Pen gets you out of melee range, and puts same 40% snare on mara as mara got on you, except that mara snare is melee range so he can't renew it. Pull is 2 sec cast, and can be disrupted. Sprint +AP pot is something sw can use as well (and good sws used on live). Snarebreak is wasted getting to you.
So we are back to mara root being very survivable, and you wanting maras to be a free kill for kiters.
1) 2 sec cast time is an argument since if sw gets out of range during those 2 sec, the pull fails. And as for cooldown/immunity, pull has a cooldown of 30 sec as well.
2) Actually it was, you just chose to ignore it since you want the "I win" button vs melee.
2) Blabla.