Recent Topics

Ads

SHs - Need stealth

Let's talk about... everything else
erewego1
Suspended
Posts: 3

Re: SHs - Need stealth

Post#21 » Mon Mar 29, 2021 11:47 am

Foomy44 wrote: Mon Mar 29, 2021 11:26 am
erewego1 wrote: Mon Mar 29, 2021 9:04 am The escape tools need a nerf big time. A SH can use sticky feet to get out of a situation, snare everybody and then have two 10s sprints to get away. While using Run Away! he can even use abilities like snare without breaking speed.

There is no other class that can do that and it is incredible op.
SW can do literally the same thing. Their MS boost is slightly slower at 20% but you can keep it up near permanently (Guerilla Training) and use any ability without breaking it.
SWs have to spend master points and give up a tactic slots and switch stance which can also have a negative impact for a worse ability. 20% 5s vs 30% 10s of the SH. For the SH the Run Away ability is baseline and free and he doesnt have to give up anything for it. Only have an active pet, which they normally have.

Ads
User avatar
Jinxypie
Posts: 328

Re: SHs - Need stealth

Post#22 » Mon Mar 29, 2021 12:07 pm

erewego1 wrote: Mon Mar 29, 2021 11:47 am
Foomy44 wrote: Mon Mar 29, 2021 11:26 am
erewego1 wrote: Mon Mar 29, 2021 9:04 am The escape tools need a nerf big time. A SH can use sticky feet to get out of a situation, snare everybody and then have two 10s sprints to get away. While using Run Away! he can even use abilities like snare without breaking speed.

There is no other class that can do that and it is incredible op.
SW can do literally the same thing. Their MS boost is slightly slower at 20% but you can keep it up near permanently (Guerilla Training) and use any ability without breaking it.
SWs have to spend master points and give up a tactic slots and switch stance which can also have a negative impact for a worse ability. 20% 5s vs 30% 10s of the SH. For the SH the Run Away ability is baseline and free and he doesnt have to give up anything for it. Only have an active pet, which they normally have.
Guess what. It has 45s cd. And since the buggy pet is all over the place half time it doesn't work until you command him to follow first. Also it doesn't prevent any kind of slow or stagger. Maybe that's why order still have 2 ranged KDs and 3pounces :idea:
DoK RR80+, Chosen RR80+, Choppa RR70+, SH RR75+ WP RR65+

Sulorie
Posts: 7225

Re: SHs - Need stealth

Post#23 » Mon Mar 29, 2021 12:13 pm

erewego1 wrote: Mon Mar 29, 2021 10:40 am
Sulorie wrote: Mon Mar 29, 2021 10:29 am Kill pet -> no speed buff, no pet moral, no extra armor pen, no selfheal
The better players gonna explode it before it dies and instantly create a new one. Another thing that is not balanced. WLs have to wait 15s? until they can have their pet again and they have also stuff that is pet dependant.

Also the pet doesn't die in two hits. Furthermore it is not really a problem in 6vs6 but when the SH is zerg surfing or roaming because in this case you have already lost when you start by attacking the pet because you either get focused down or they run away.

The point is: SHs have huge advantages over other classes. Especially in the pet and escape department.

PS: also you cannot attack the pet when he calls it back. This is a bug.
SH pet is significantly more squishy than WL pet. It can't be cast on the move and it dies so fast, that exploding isn't always possible.
Dying is no option.

Sundowner
Posts: 468

Re: SHs - Need stealth

Post#24 » Mon Mar 29, 2021 12:19 pm

Sulorie wrote: Mon Mar 29, 2021 12:13 pm
erewego1 wrote: Mon Mar 29, 2021 10:40 am
Sulorie wrote: Mon Mar 29, 2021 10:29 am Kill pet -> no speed buff, no pet moral, no extra armor pen, no selfheal
The better players gonna explode it before it dies and instantly create a new one. Another thing that is not balanced. WLs have to wait 15s? until they can have their pet again and they have also stuff that is pet dependant.

Also the pet doesn't die in two hits. Furthermore it is not really a problem in 6vs6 but when the SH is zerg surfing or roaming because in this case you have already lost when you start by attacking the pet because you either get focused down or they run away.

The point is: SHs have huge advantages over other classes. Especially in the pet and escape department.

PS: also you cannot attack the pet when he calls it back. This is a bug.
SH pet is significantly more squishy than WL pet. It can't be cast on the move and it dies so fast, that exploding isn't always possible.
and is also kinda ranged :mrgreen:

User avatar
Fenris78
Posts: 789

Re: SHs - Need stealth

Post#25 » Mon Mar 29, 2021 1:15 pm

Foomy44 wrote: Mon Mar 29, 2021 11:26 am SW can do literally the same thing. Their MS boost is slightly slower at 20% but you can keep it up near permanently (Guerilla Training) and use any ability without breaking it.
Yes, need to use 1 mastery point for a tactic that will use 1/4th of available tactics slots (where you basically need at least 2 mandatory slotted to make any build remotely viable), and need to lock himself into unwanted stance for 5s (being unable to use casts on the move, ranged aa and such out of skirmish stance), wasting one gcd each time you change stance, for a slower speed buff ?

While SH will not lose any dps (pet still hitting, no range limitations, double instacast finisher available at all time, etc.) and can do same with ONE BASELINE SKILL ?

Literally the same thing, indeed.
Way to compare oranges and bananas.

User avatar
Jinxypie
Posts: 328

Re: SHs - Need stealth

Post#26 » Mon Mar 29, 2021 1:24 pm

Fenris78 wrote: Mon Mar 29, 2021 1:15 pm
Foomy44 wrote: Mon Mar 29, 2021 11:26 am SW can do literally the same thing. Their MS boost is slightly slower at 20% but you can keep it up near permanently (Guerilla Training) and use any ability without breaking it.
Yes, need to use 1 mastery point for a tactic that will use 1/4th of available tactics slots (where you basically need at least 2 mandatory slotted to make any build remotely viable), and need to lock himself into unwanted stance for 5s (being unable to use casts on the move, ranged aa and such out of skirmish stance), wasting one gcd each time you change stance, for a slower speed buff ?

While SH will not lose any dps (pet still hitting, no range limitations, double instacast finisher available at all time, etc.) and can do same with ONE BASELINE SKILL ?

Literally the same thing, indeed.
Way to compare oranges and bananas.
Why does class with almost double range need to have same escape tools. Please explain.
DoK RR80+, Chosen RR80+, Choppa RR70+, SH RR75+ WP RR65+

M0rw47h
Posts: 898

Re: SHs - Need stealth

Post#27 » Mon Mar 29, 2021 1:26 pm

Jinxypie wrote: Mon Mar 29, 2021 1:24 pm
Fenris78 wrote: Mon Mar 29, 2021 1:15 pm
Foomy44 wrote: Mon Mar 29, 2021 11:26 am SW can do literally the same thing. Their MS boost is slightly slower at 20% but you can keep it up near permanently (Guerilla Training) and use any ability without breaking it.
Yes, need to use 1 mastery point for a tactic that will use 1/4th of available tactics slots (where you basically need at least 2 mandatory slotted to make any build remotely viable), and need to lock himself into unwanted stance for 5s (being unable to use casts on the move, ranged aa and such out of skirmish stance), wasting one gcd each time you change stance, for a slower speed buff ?

While SH will not lose any dps (pet still hitting, no range limitations, double instacast finisher available at all time, etc.) and can do same with ONE BASELINE SKILL ?

Literally the same thing, indeed.
Way to compare oranges and bananas.
Why does class with almost double range need to have same escape tools. Please explain.
It doesn't. However, "Run away!" is really shining not in running away (can use flee for that) but chasing people down.

User avatar
wachlarz
Posts: 798

Re: SHs - Need stealth

Post#28 » Mon Mar 29, 2021 1:36 pm

M0rw47h wrote: Mon Mar 29, 2021 1:26 pm
Jinxypie wrote: Mon Mar 29, 2021 1:24 pm
Fenris78 wrote: Mon Mar 29, 2021 1:15 pm
Yes, need to use 1 mastery point for a tactic that will use 1/4th of available tactics slots (where you basically need at least 2 mandatory slotted to make any build remotely viable), and need to lock himself into unwanted stance for 5s (being unable to use casts on the move, ranged aa and such out of skirmish stance), wasting one gcd each time you change stance, for a slower speed buff ?

While SH will not lose any dps (pet still hitting, no range limitations, double instacast finisher available at all time, etc.) and can do same with ONE BASELINE SKILL ?

Literally the same thing, indeed.
Way to compare oranges and bananas.
Why does class with almost double range need to have same escape tools. Please explain.
It doesn't. However, "Run away!" is really shining not in running away (can use flee for that) but chasing people down.
Change name of skill. "Pug killer" or "last umie die" 🤔

Ads
User avatar
Fenris78
Posts: 789

Re: SHs - Need stealth

Post#29 » Mon Mar 29, 2021 1:38 pm

Jinxypie wrote: Mon Mar 29, 2021 1:24 pm Why does class with almost double range need to have same escape tools. Please explain.
You'll have to tell me the mushrooms you're having, looks like its good stuff...

Skirmish / QS abilities = 65ft baseline

Scout / BS abilities = 100ft baseline.

Scout buff = 10% = 110ft / 72 ft = most skirmish skills unusable.

Gas Squig buff = 15ft = 115ft / 80ft = all ranged skills buffed and usable.

But SW nearly double range ? Sure, in some parallel universe where 110 > 115 and 72 > 80, maybe.
Really you should stop defending the undefendable.


So I'm returning the question for the SH : why does a class with superior toolkit, range and dps should have superior escape tools as well ?

Sulorie
Posts: 7225

Re: SHs - Need stealth

Post#30 » Mon Mar 29, 2021 2:03 pm

Sundowner wrote: Mon Mar 29, 2021 12:19 pm and is also kinda ranged :mrgreen:
Kinda, I mean it behaves - for a rdps pet - like some t1 beginner rdps player, who doesn't bother to move at all, while attacking. Meanwhile enemy melees moving towards it. :^)
Dying is no option.

Who is online

Users browsing this forum: No registered users and 3 guests