Defensive Pounce can't be tied to anything that involves their atrocious mechanic. If you need to use it and you are required to setup 1 or 2 GCDs first, it doesn't really become useful utility, does it?Azarael wrote:Depends. If you want a defensive pounce added to the functionality of an existing ability? 5 minute job. If you want another ability converted into the defensive pounce? Difficult.Xaun wrote:Is defensive pounce for BO/SM an possible future option then? (copy/rework of wings of heaven)? Perhaps with a small radius aoe KB or KD upon landing, but on a 30 or longer cooldown, bcoz Pounce with no CD is cray-cray right?
I always thought that this proposed change was a good option for BO and SM and making them more relevant in the group meta
How I had it set up on my test server a while back was that the AoE KBs would cause you to jump to your defensive target, if they were within range. If your defensive target was yourself, no jump would occur. I can set a conditional cooldown for this action as well.
[Split] Marauder discussion
Re: [Split] Marauder discussion
Last edited by Uchoo on Wed Oct 14, 2015 8:23 pm, edited 1 time in total.
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Re: [Split] Marauder discussion
wl pull can be improved moving around lion frenzy and decreasing his cd to 30 sec so it match pull perfectly and that way wl cannot be stop while moving, also about the parry you can make it only block/disrupt able.
Last edited by Tesq on Wed Oct 14, 2015 8:23 pm, edited 1 time in total.

Re: [Split] Marauder discussion
All of the staggers are mirrored perfectly (outside of SW morale), RP/Zealot, WP/Dok morale, Chosen/KOTBS. Destruction not having a ranged knockdown is rather silly now that I think about it.Coryphaus wrote:staggers are a lot less unreliable than kds, espically in pugsGreatwarden wrote:Is a ranged knockdown really that different from a ranged stagger when we're talking about stopping a tank from running back from a punt or a healer from healing?Uchoo wrote:Personally I like the idea, and giving destro a ranged knockdown or 2 might be nice if that issue arises.
Honestly, this game was balanced so poorly that I think it would have to go through some pretty serious (and perhaps laughable) balance phases to hit it just right.
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Re: [Split] Marauder discussion
but weren't wls able to abuse their pull on live in that you could send the pet then run back and this would result in the enemy being pulled even further back to your new location?

Re: [Split] Marauder discussion
That was a fixed a loooong time ago, long before shutdown.Coryphaus wrote:but weren't wls able to abuse their pull on live in that you could send the pet then run back and this would result in the enemy being pulled even further back to your new location?
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Re: [Split] Marauder discussion
This wouldn't work. Fetch requires you to be within 65ft of your target and your pet to be within 5ft, and when it goes off, the target is knocked towards whatever location you have when you cast the ability.Coryphaus wrote:but weren't wls able to abuse their pull on live in that you could send the pet then run back and this would result in the enemy being pulled even further back to your new location?
At least, that's how it works on RoR, and how I'm confident that it worked on live.
Re: [Split] Marauder discussion
ah ok, i guess i didnt stay around for that fixUchoo wrote:That was a fixed a loooong time ago, long before shutdown.Coryphaus wrote:but weren't wls able to abuse their pull on live in that you could send the pet then run back and this would result in the enemy being pulled even further back to your new location?
tbt pulls are **** stupid the game is better off with out them

Re: [Split] Marauder discussion
This was not possible on the WL, as fetch is an instant ability, i.e. the pet needs to be in meleerange so the ability can be used and is executed instantly.Coryphaus wrote:but weren't wls able to abuse their pull on live in that you could send the pet then run back and this would result in the enemy being pulled even further back to your new location?
The marauder TE is a two second buildup ability, so the marauder could start the cast in 65 feet range and run backwards while channeling it. The pull distance was then 65 feet + the distance the mara could run backwards in 2 seconds.
But afaik buildup spells have several range checks in RoR while casting them, and so this won't work here anymore.
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Re: [Split] Marauder discussion
Make the WL pet invincible during pull with a chance for pull to be disrupted and you've got an equal mirror to mara pull. Still, I would rather pulls just be completely removed from the game.
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Re: [Split] Marauder discussion
Ungrin wrote:Make the WL pet invincible during pull with a chance for pull to be disrupted and you've got an equal mirror to mara pull. Still, I would rather pulls just be completely removed from the game.
LOL theres a lot of things that I would like to see removed from the game .. We can start with strafing which renders snares from back useless.. I remember even Mythic saying back in the day that this was not their intention..
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