Where mara pull skill will be fix?!!!
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- Posts: 349
Re: Where mara pull skill will be fix?!!!
I still like my idea of a pull immediately giving you both immunities (so KD death is elminated) and the pull becomes rarer because it would require you to have no immunities in order to get pulled.
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Re: Where mara pull skill will be fix?!!!
Delete both pulls from the game, or reduce pull to 30feet/ make it an m1 skill. Nobody wants to frontline anymore due to pulls. Tanks are to squishy to survive getting pulled into the enemies so both sides has become inredibly passive.
Magus and engipulls are the only pulls there should be.
Magus and engipulls are the only pulls there should be.
Re: Where mara pull skill will be fix?!!!
Both pulls should have a CD that begins upon activation. Taunting off a pull, and then having it just recast immediately is incredibly poor game design. It's the most aggregious form of CC in the game, because it lacks proper counterplay.
I disagree that pulls should be removed. What is odd is that there are no morale pulls. Very strange.
I disagree that pulls should be removed. What is odd is that there are no morale pulls. Very strange.
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- saupreusse
- Former Staff
- Posts: 2528
Re: Where mara pull skill will be fix?!!!
I agree that the cooldown should start immediately when the pull is cast. I wouldn't mind if both mara and wl pull were gone completely as i consider them super cheesy. Counterplay? Non existant. We got no resolute defense, focused mind aint working against pulls, self knockbacks dont work as a counter anymore. The pull just gets recast again and again until it lands. i also agree that pulls should give both immunities and only work if the target has no cc immunities. Pull into knockdown is a super cheesy mechanic.
Edit: I'd rather have engi and magus pulls receiving a buff.
Edit: I'd rather have engi and magus pulls receiving a buff.
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- Sinisterror
- Posts: 1178
Re: Where mara pull skill will be fix?!!!
I like that edit, and the buff should be the old pulls back from keep walls and anywhere within 75ft range. Pls dont fall to same mistake of removing unique things and think them like fixes. There are no counters because counters were removed. Bring the counters back and that means huge buffs, spesific buffs not copy paste buffs. No To Homogenization Yes to powerful,unique and fun abilities that will bring back 1-2 options as a counter possibilities to everything.saupreusse wrote: Sat Sep 06, 2025 6:03 am I agree that the cooldown should start immediately when the pull is cast. I wouldn't mind if both mara and wl pull were gone completely as i consider them super cheesy. Counterplay? Non existant. We got no resolute defense, focused mind aint working against pulls, self knockbacks dont work as a counter anymore. The pull just gets recast again and again until it lands. i also agree that pulls should give both immunities and only work if the target has no cc immunities. Pull into knockdown is a super cheesy mechanic.
Edit: I'd rather have engi and magus pulls receiving a buff.
Mara pull you could avoid jumping at the right time, i think this is the real fix for this skill because you have counter play, you just jump but if its 0.1s wrong timing, it wont work. People will say " makes no sense " yes it does, its based on timing and works for all, is not removing unique skills but adding unique way to deal with this skill. Even in live some players never got it down how to and when to jump to avoid the pull.
Wl pouncing in air to avoid Mara pull. Wh/We using self punt in air and insta changing 180 degrees at right time and you could save yourself from Knocbacks from Air and from Wl/Mara pull even engi magi hyper pull probably.
9s aoe stagger was counter to pull, counter to killing 3x higher amounts of people using only single target dmg and pulling back, kiting with warband actually kiting and that is not truely possible anymore and 24 cap is one of the biggest reasons + gcd change imo for this.
Morale drops were counter as well to bigger force against you. 9 cap makes sense because when healer cleanses/grp heals its 6 people healed in one cast. Also there is 8 tanks in Warband, meaning they actually (with their guardees) absorbed that aoe but when aoe dmg hits 3x more people at the same time, so Tanks will die to guard super fast(remove undefendable guard dmg!!) and nothing dying ever in smaller battles with slower gcd makes healers feel too powerful.
We have 2 less skills used in 10s by melees with new gcd. These are very small fixes with huge ramifications to them. This would just be the beginning of changes to make PvP better, but all of the answers are in some version of WAR AOR, Probably in RoR 6-8 yrs ago to fix the blandness that now exists.
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- saupreusse
- Former Staff
- Posts: 2528
Re: Where mara pull skill will be fix?!!!
I agree with the engi/magus pulls, they should be more impactful and fun.Sinisterror wrote: Sat Sep 06, 2025 6:23 amI like that edit, and the buff should be the old pulls back from keep walls and anywhere within 75ft range. Pls dont fall to same mistake of removing unique things and think them like fixes. There are no counters because counters were removed. Bring the counters back and that means huge buffs, spesific buffs not copy paste buffs. No To Homogenization Yes to powerful,unique and fun abilities that will bring back 1-2 options as a counter possibilities to everything.saupreusse wrote: Sat Sep 06, 2025 6:03 am I agree that the cooldown should start immediately when the pull is cast. I wouldn't mind if both mara and wl pull were gone completely as i consider them super cheesy. Counterplay? Non existant. We got no resolute defense, focused mind aint working against pulls, self knockbacks dont work as a counter anymore. The pull just gets recast again and again until it lands. i also agree that pulls should give both immunities and only work if the target has no cc immunities. Pull into knockdown is a super cheesy mechanic.
Edit: I'd rather have engi and magus pulls receiving a buff.
Mara pull you could avoid jumping at the right time, i think this is the real fix for this skill because you have counter play, you just jump but if its 0.1s wrong timing, it wont work. People will say " makes no sense " yes it does, its based on timing and works for all, is not removing unique skills but adding unique way to deal with this skill. Even in live some players never got it down how to and when to jump to avoid the pull.
Wl pouncing in air to avoid Mara pull. Wh/We using self punt in air and insta changing 180 degrees at right time and you could save yourself from Knocbacks from Air and from Wl/Mara pull even engi magi hyper pull probably.
9s aoe stagger was counter to pull, counter to killing 3x higher amounts of people using only single target dmg and pulling back, kiting with warband actually kiting and that is not truely possible anymore and 24 cap is one of the biggest reasons + gcd change imo for this.
Morale drops were counter as well to bigger force against you. 9 cap makes sense because when healer cleanses/grp heals its 6 people healed in one cast. Also there is 8 tanks in Warband, meaning they actually (with their guardees) absorbed that aoe but when aoe dmg hits 3x more people at the same time, so Tanks will die to guard super fast(remove undefendable guard dmg!!) and nothing dying ever in smaller battles with slower gcd makes healers feel too powerful.
We have 2 less skills used in 10s by melees with new gcd. These are very small fixes with huge ramifications to them. This would just be the beginning of changes to make PvP better, but all of the answers are in some version of WAR AOR, Probably in RoR 6-8 yrs ago to fix the blandness that now exists.
I also agree that simply removing unique skills and calling it a 'fix' is lame design, but mara/wl pulls are also lame by design because of the reasons stated above.
Saup - RR 8x WP
Son - RR 8x AM
Son - RR 8x AM
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