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Whirling Pin/Sticky Squigs

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Toldavf
Posts: 1586

Re: Whirling Pin/Sticky Squigs

Post#11 » Sun Aug 02, 2015 9:28 am

To be honest I think the changes in this patch over buffed its survivability. But I'm a firm believer that all rebalancing of classes should wait till T4 is implemented.
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drmordread
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Re: Whirling Pin/Sticky Squigs

Post#12 » Sun Aug 02, 2015 10:12 am

Not trying to troll, really I am not ....

So you saying you mad you cant kill that annoying SW cause he/she sat and thought out how to utilize the current state of wp in conjunction with other abilities to effectively stay away from you while at same time slowly and agonizingly .... and oh so embarrassingly ....... kill you .... ???

The only basic difference between whirling pin now and before is the ability to fire off without anyone around. From playing an SW and also from chasing SW's POV, I really do not see it as game breaking.

Now I do agree (and argued on the old forums for it a lot) that the 1.44 SW/SH changes when combined were quite game changing.
All told the SW was given five different cc abilities (including those purchased with career and or renown points) one of which was the aoe snare/jump back, that effectively allowed the SW to always stay out of range. I had to create a special tactics set on my WE just to hunt SW's and use the ranged KD.
Anyway .... long story short, I was not happy. But I adjusted my strategy, learned to counter kite the kiting player and had more success.

So basically what I am saying is; (and blame the server being down for me going on this long:)
The current state of the whirling pin/sticky is not really so game breaking that a little thought and adjustment of strategy on your part will not erase any advantages. Already on my SW I notice how destro players surround an SW and effectively cancel the escape jump with collision and quickly kill the SW.

So is the current state of WP/SS worth a thread?
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Sulorie
Posts: 7461

Re: Whirling Pin/Sticky Squigs

Post#13 » Sun Aug 02, 2015 11:04 am

A strong solo class. Don't judge balance from a 1on1 perspective.
Dying is no option.

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Toldavf
Posts: 1586

Re: Whirling Pin/Sticky Squigs

Post#14 » Sun Aug 02, 2015 11:14 am

That's why I made my point from a group perspective.

I just think a kitting class should be encouraged to well kite.
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-

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Sulorie
Posts: 7461

Re: Whirling Pin/Sticky Squigs

Post#15 » Sun Aug 02, 2015 12:04 pm

Toldavf wrote:That's why I made my point from a group perspective.

I just think a kitting class should be encouraged to well kite.
Those are tools for kiters. Keep in mind that the snare can be cleansed and RD (when it is working) makes you immune.
Dying is no option.

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TenTonHammer
Posts: 3806

Re: Whirling Pin/Sticky Squigs

Post#16 » Sun Aug 02, 2015 1:37 pm

Problem is how long it will be before we get cleanse or RD or even if we get those

Personally I don't see why self punts also need to snare
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drmordread
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Re: Whirling Pin/Sticky Squigs

Post#17 » Sun Aug 02, 2015 2:47 pm

Because they are an escape mechanism used by the Stealth (and after 1.44) the Ranged classes. They are useless without the snare.
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Morrdread Ladydread Kickyerbutt Tamorrah Whisperrss SutSut Amniell
Lolyou Tahw Fortuna Sarissa Yiorrrgos
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TenTonHammer
Posts: 3806

Re: Whirling Pin/Sticky Squigs

Post#18 » Sun Aug 02, 2015 3:09 pm

drmordread wrote:Because they are an escape mechanism used by the Stealth (and after 1.44) the Ranged classes. They are useless without the snare.
Now im no expert on SH, SW nor any rdps for that matter cause I don’t play them or that way

But SW’s already have it a self punt with no ap cost, KD, m1 kb can slot for 100 feet AoE detaunt, range reducer and another snare with takedown

IDK that’s the stuff I can remember off the top of my head but how much escape does a class need?

Does self punt REALLY need to AoE snare aswell ?
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magter3001
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Re: Whirling Pin/Sticky Squigs

Post#19 » Sun Aug 02, 2015 4:21 pm

TenTonHammer wrote:
drmordread wrote:Because they are an escape mechanism used by the Stealth (and after 1.44) the Ranged classes. They are useless without the snare.
Now im no expert on SH, SW nor any rdps for that matter cause I don’t play them or that way

But SW’s already have it a self punt with no ap cost, KD, m1 kb can slot for 100 feet AoE detaunt, range reducer and another snare with takedown

IDK that’s the stuff I can remember off the top of my head but how much escape does a class need?

Does self punt REALLY need to AoE snare aswell ?
The SH doesn't have all of those abilities. AoE snare is a must for a SH, but as I keep repeating myself in this thread, the current version of the ability does not work correctly. Devs will fix the ability eventually and all the scrub SWs and SHs will cry man tears. But that is how it should be. ;)
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BreezeKicker
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Re: Whirling Pin/Sticky Squigs

Post#20 » Mon Aug 03, 2015 3:39 pm

drmordread wrote:Because they are an escape mechanism used by the Stealth (and after 1.44) the Ranged classes. They are useless without the snare.
WH/WE versions (rank 40 btw) have 6s ST stagger on it, not a snare. Furthermore you are melee (mostly) so you cant just keep pounding on the same target after you use it, you would also break stagger, while SH/SW can do so without the effect fading.
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