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Where mara pull skill will be fix?!!!

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Sinisterror
Posts: 1177

Re: Where mara pull skill will be fix?!!!

Post#11 » Wed Sep 03, 2025 5:07 pm

Alubert wrote: Wed Sep 03, 2025 1:10 pm As I have written many times before, the scale of players using this should be reduced. Sometimes you see 3-4 mara pulls on one target. The skill itself is ok if it is not so common.
Mara/wl pull should be the last ability in ST/guardian mastery path.
The problem will solve itself because all spinning mara/wl will stop using it.
This kind of thinking does not make sense to me. If the Ae spin for both mara/wl that does 1350dmg in 3s every 10s is true problem with 24ae cap(And it is) then change something else UNIQUE but annoying? Pulls have been nerfed(at least pounce is 20ft nerfed with pull 35ft nerfed for WL? was it 80ft, dont even remember)

just half the dmg of the spins MINIMALLY. Then Remove 25% armour ignore tactics that lets you spam big hit ae+constant ae attacks, and if not, then add something as insane to counter this in someway, but everyone probably prefers the removal of passive full pene ae spins doing + 1800 Crits x4 to all 360 degree around you skills, because there is no counter, because true aoe Heal debuffs have been removed, gameplay is 20-25% Slower, and feels even more slow because nothing is off the gcd almost. Morale dmg cap cap being removed and reverting to original ae cap of 9 with returning hd tactics and damage to the game is must imo

I think there should be better aoe pulls like engi/magus used to have 75ft pulling 5people, no los needed just range. So engi magus pulling people from EVERYWHERE should be a thing, both sides did have it for 10 years and not many people (anyone) complained about mara, choppa or wl pull.

No safety/Dont fear dying in a game that requires it for everyone to enjoy the game i mean this feels so obvious to me, that returning equal, insane (but counterable) powerful tactics/dmg abilities etc all the super strong unique things that have been removed because complaining. Crit is considered Evil because it fluctuates and therefore its super negated on RoR vs Aor even if 0 land of the dead bugged talismans are taken into consideration.
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz

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sundey
Posts: 35

Re: Where mara pull skill will be fix?!!!

Post#12 » Wed Sep 03, 2025 5:27 pm

wildwindblows wrote: Wed Sep 03, 2025 4:35 pm All utilities were already nerfed to the ground. And damage is also nerfed. Now ppl ask nerf for pull :/
I'm not 100% sure the stuff you're referring to, but I'll say that I'm actually a big fan of utility and mainly used to play magus and tanks for that reason, as well as loving the bits of util healers get. It really is just mara/wl pull for me, or rather the way they've always worked on AoR/RoR, that I genuinely think is just unhealthy/cheesy.
sharpblader wrote: Wed Sep 03, 2025 5:04 pm Unpopular opinion, but whenever players complain about pulls, the "It's not a solo game." rhetoric comes to mind.

One player dying doesn't matter in a warband setting.

If you're a high priority pull target, congrats, your plays have been noticed, but now its time to up your positioning and coordination game.

If you see repeated pulls through the same walls or colliders repeatedly, take videos and report it, devs will need help to reproduce and fix.

In most cases, it's probably just latency making you seem as if you went out of LoS in time. Since on the client you technically are behind a wall, it can look like you're getting pulled through it.

Is it annoying being pulled? Definitely, but will agree to nerf only if 3-4 pulls, outside of bad positioning, have lead to entire warbands wiping, so correct me if I'm wrong.
I do get this point about groups and think it's true to a large extent. But I also think there has to be some balancing act where solo/roaming/more casual rvr is taken into account; otherwise, there's a point it presumably becomes absurd (X ability does instant undefendable 10k dmg but can only be used in solo situations would be perfectly reasonable and balanced). I think there's usually some middle ground that can be found where things that are fine in coordinated group play aren't broken in other types of gameplay (though I'm not saying pulls are 'broken').

Sinisterror wrote: Wed Sep 03, 2025 5:07 pm [...]
I think there should be better aoe pulls like engi/magus used to have 75ft pulling 5people, no los needed just range. So engi magus pulling people from EVERYWHERE should be a thing, both sides did have it for 10 years and not many people (anyone) complained about mara, choppa or wl pull.

No safety/Dont fear dying in a game that requires it for everyone to enjoy the game i mean this feels so obvious to me, that returning equal, insane (but counterable) powerful tactics/dmg abilities etc all the super strong unique things that have been removed because complaining. Crit is considered Evil because it fluctuates and therefore its super negated on RoR vs Aor even if 0 land of the dead bugged talismans are taken into consideration.
I think the differences with magnet highlight why wl/mara pulls are an issue (to me) -- the cast time, the light armor, the lack of charge and snare removal etc all mean that it requires more coordination to be of any use, and it's also a lot more punishing for the engi/magus if they get it wrong, even more so because you're pulling a group on top of you. That to me is more how pulls in general should work.

I also agree with you about player mentality re not fearing dying, but I'd actually say mara/wl pulls are the sort of thing that sometimes make this worse and inhibit skirmishes, since no one wants to risk being the one picked off and pulled into the blob.

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wildwindblows
Posts: 478

Re: Where mara pull skill will be fix?!!!

Post#13 » Wed Sep 03, 2025 5:44 pm

sundey wrote: Wed Sep 03, 2025 5:27 pm
wildwindblows wrote: Wed Sep 03, 2025 4:35 pm All utilities were already nerfed to the ground. And damage is also nerfed. Now ppl ask nerf for pull :/
I'm not 100% sure the stuff you're referring to, but I'll say that I'm actually a big fan of utility and mainly used to play magus and tanks for that reason, as well as loving the bits of util healers get. It really is just mara/wl pull for me, or rather the way they've always worked on AoR/RoR, that I genuinely think is just unhealthy/cheesy.
morale drain nerfed, ap drain nerfed, kd nerfed, disorient nerfed.
Piercing bite change is buff for offensive but nerf for defensive setup so it can be evaluated as notr.
I dont even wanna talk about damage nerfs.

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gersy
Posts: 208

Re: Where mara pull skill will be fix?!!!

Post#14 » Wed Sep 03, 2025 6:08 pm

mara pull is fine in the current state imo, there are many counters to it in this day and age and the range checks have been tightened immensely compared to the past. you can disrupt it easily via defensive m1 or HtL stacking of tanks, taunt it, LoS it easily on most maps, stagger the mara, run out of range, etc. this ability simply exists to feast upon players who lack positioning and situational awareness. in good organized groups mara pull is almost never an issue.

WL pull is arguably more broken, tbh. it has many bugs/broken "features". for example it does not require that the pet has LoS of the target, only the player. so the pet can be set up behind a wall or pillar and pull players through the pillar as long as the player has LoS. in addition fetch has a 15ft range from the pet, for some reason, despite all other targeted melee abilities on the class and the pet having standard 5ft range. also the pet can run underneath the ground on hills and pull you, around corners, through walls, etc. pet is also running at 2-3x player speed with tactic, and has a 10 second CC immunity.

all of these bugs with pet are reported since months btw, no progress on fixing them that i can tell :)
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eigner93
Posts: 20

Re: Where mara pull skill will be fix?!!!

Post#15 » Wed Sep 03, 2025 6:17 pm

I dont think this person trolls. This happens quiet a lot with pulls unfortunately. Even the range is 65 ft sometimes you run out of this range however the spell doesnt cancell and it looks like it even goes to a 100ft in some cases but i think thats because of delays of latency issue dunno. Same when it happens being pulled from behind an object. Before the spell would pull me i managed to get behind a wall but it still pulls me.

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Sinisterror
Posts: 1177

Re: Where mara pull skill will be fix?!!!

Post#16 » Wed Sep 03, 2025 7:00 pm

There used to be +25ft range extension on melee channels and ranged skills when starting cast for target in range of 100ft the cast would cancel when hes 125ft away.80ft range breaks at 105ft etc. i think that would be great again. Also for melee channels it would break when 30ft away or they would all be useless skills. I dont know of how it works currently though.

https://www.youtube.com/watch?v=-5Zw4FUPacc I would love these pulls back engi/magus. Both realms get it, you will be ressed so it really dont matter if this is the only way in the game to do something at keep fights and actually engage enemy behind the keep, acctually heroic defender buff was awesome in live, insta morale 4 or close, non crit dmg taken, all your dmg heal will crit, you have perma 50% Speed so smaller party defending and this buff was only activated in keeps and strongly incentives doing it even with 12 they can have one real chance to wipe the enemy and get huge renown + def bag from keep as well, with only purple bags giving proc wpns that you didnt get anywhere else but purples from keeps and forts, defending and attacking both awarded different proc wpns all useful.

https://imgur.com/a/add-things-like-thi ... ls-aQBtvi1 Heroic Defender buff
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz

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Tisaya
Posts: 190

Re: Where mara pull skill will be fix?!!!

Post#17 » Wed Sep 03, 2025 9:51 pm

There's no counter to mara's pull, because it doesn't go on CD if it fails. Mara just tries again 1.5 seconds, over and over again, until succeeds.

You can't seriously compare this to wl's lion. Mara's pull is god mode compared to wl's. Free kill every so seconds, without any downsides.
Bright Wizard: Chandrra Nalaar, 80rr (shelved)
Shadow Warrior: Amarant, 52rr
Knight of the Blazing Sun: Aurorra Morningstar, 66rr
White Lion: Niacris, 85rr

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tsyuryu
Posts: 21

Re: Where mara pull skill will be fix?!!!

Post#18 » Wed Sep 03, 2025 10:06 pm

Tisaya wrote: Wed Sep 03, 2025 9:51 pm There's no counter to mara's pull, because it doesn't go on CD if it fails. Mara just tries again 1.5 seconds, over and over again, until succeeds.

You can't seriously compare this to wl's lion. Mara's pull is god mode compared to wl's. Free kill every so seconds, without any downsides.
You should try playing Mara to see what it’s like. Yeah, it’s annoying when the pull actually lands, but most of the time it just gets disrupted. If you’ve got good ping you can usually outrange it, or just use line of sight. And if you ever get pulled through walls or objects, that’s just down to your ping.

WL pull, on the other hand, can only be parried and it goes off way more consistently.

I’ve fought against both, and honestly WL pull feels stronger. There just aren’t that many ways to counter it.

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