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[SW] Whirling Pin Failing A LOT

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dansari
Posts: 2524

Re: [SW] Whirling Pin Failing A LOT

Post#11 » Thu Jul 20, 2017 9:14 pm

Manatikik wrote:On the PvE front; nope just 2 LA's to draw aggro then a WP to snare em and doesn't work sometimes, don't know why so I figured maybe there was some connection there but I guess not.
Are you waiting for the mobs to hit you? Maybe due to latency they are not registering as being close enough to you (I think range is 30ft which isn't very far).
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Manatikik
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Re: [SW] Whirling Pin Failing A LOT

Post#12 » Thu Jul 20, 2017 9:23 pm

dansari wrote:
Manatikik wrote:On the PvE front; nope just 2 LA's to draw aggro then a WP to snare em and doesn't work sometimes, don't know why so I figured maybe there was some connection there but I guess not.
Are you waiting for the mobs to hit you? Maybe due to latency they are not registering as being close enough to you (I think range is 30ft which isn't very far).
I'm pretty sure (But again this is when farming random crap so no like i'm super focused on it so i may be hitting it to early).

But I think my issue is the closest target is unmovable interacting with my ability punt myself :/
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Sulorie
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Re: [SW] Whirling Pin Failing A LOT

Post#13 » Thu Jul 20, 2017 9:38 pm

It doesn't make sense that is takes the closest enemy player for immunity check. The ability becomes basically useless when more than 1 player is around you, as anyone can have immunity. You basically gamble each time you use it.
When someone is immune, then they don't get snare but it should trigger on other players in range, who are not immune.
Last edited by Sulorie on Thu Jul 20, 2017 10:05 pm, edited 1 time in total.
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Manatikik
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Re: [SW] Whirling Pin Failing A LOT

Post#14 » Thu Jul 20, 2017 9:46 pm

Sulorie wrote:It doesn't make sense that is takes the clothes enemy player for immunity check. The ability becomes basically useless when more than 1 player is around you, as anyone can have immunity. You basically gamble each time you use it.
When someone is immune, then they don't get snare but it should trigger on other players in range, who are not immune.
But if that's how it is its how it is. I guess we actually have to pay attention to our one escape ability haha
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Darosh
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Re: [SW] Whirling Pin Failing A LOT

Post#15 » Thu Jul 20, 2017 11:03 pm

Manatikik wrote: Maybe "should" is the wrong word; working as intended/implemented would be better :)
I have my own wonky way with words, lol. But yeah, the entire thing is a bit more finnicky.

I wouldn't consider it to much of a struggle though, it in the very end adds to the skillceiling as you gotta position yourself alot better to take the immunities into account. I am not saying that it is a foolproof system, just that... well it could be worse.

Abbd.: Keep in mind how infuriating kiting is by default, so... *cough* (<< still have nightmares featuring Larrison, to this very day. :lol:).
Last edited by Darosh on Thu Jul 20, 2017 11:08 pm, edited 1 time in total.

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wargrimnir
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Re: [SW] Whirling Pin Failing A LOT

Post#16 » Thu Jul 20, 2017 11:05 pm

It should fail if it encounters any immunity as it cancels the check at that point. Could use some test, not ideal.
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Manatikik
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Re: [SW] Whirling Pin Failing A LOT

Post#17 » Thu Jul 20, 2017 11:24 pm

wargrimnir wrote:It should fail if it encounters any immunity as it cancels the check at that point. Could use some test, not ideal.
I'll do some slick detective moves tonight an report back, but is that the intended mechanic that the Staff/Dev's want or just the way it is due to either design/balance philosophy or unable to make selfpunts separate due to limitations?
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wargrimnir
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Re: [SW] Whirling Pin Failing A LOT

Post#18 » Thu Jul 20, 2017 11:29 pm

Manatikik wrote:
wargrimnir wrote:It should fail if it encounters any immunity as it cancels the check at that point. Could use some test, not ideal.
I'll do some slick detective moves tonight an report back, but is that the intended mechanic that the Staff/Dev's want or just the way it is due to either design/balance philosophy or unable to make selfpunts separate due to limitations?
I would wager the check itself is not sophisticated enough. Would be an issue for the bugtracker if you can confirm it breaks on any player being immune, as opposed to the closest player being immune (which would be normal).
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dansari
Posts: 2524

Re: [SW] Whirling Pin Failing A LOT

Post#19 » Fri Jul 21, 2017 12:03 am

Torquemadra wrote:It doesn't fail, it's undefendable but if used on someone with snare immunity on, such as mdps like feline Grace it will not land and the self jump will not fire.

This is an acceptable premise, monitor the other players buffbar.
But the "closest target being immune" is working as intended? Thanks for your insight, team.
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Darosh
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Re: [SW] Whirling Pin Failing A LOT

Post#20 » Fri Jul 21, 2017 12:47 am

dansari wrote:
Torquemadra wrote:It doesn't fail, it's undefendable but if used on someone with snare immunity on, such as mdps like feline Grace it will not land and the self jump will not fire.

This is an acceptable premise, monitor the other players buffbar.
But the "closest target being immune" is working as intended? Thanks for your insight, team.
Uh, do you ask whether it is working properly, or whether it is intended to work that way?
In case of the former you can test it, in case of the latter see below.
Spoiler:
You are essentially looking at four (I am sure there is one more, but I won't spoil it :lol:) diffrent approaches of implementation:

1.) Checks take into account all targets.
= You can't do **** essentially; 9/10 cases the selfpunt wouldn't trigger due to bodycount and pugs eager to throw out immunities/people smart enough to capitalize on it ( = pop a CD on just about anyone in range to deny you the selfpunt; running someone into your rdps heavy setup just for the sake of popping RD to cancel out your escape tool and to allow mdps to save their CDs to follow it up).
2.) Checks take into account the first relevant target (the one closest to you).
= You can circumvent immunities by properly positioning yourself, with latency being the only major issue.
3.) Selfpunt is exempt from immunity checks.
= Prepare popcorn for the (justified) backlash.
4.) Selfpunt becoming defendable but therefore exempt from immunity checks.
= Mixed results and hard to properly 'balance' (= What avoidance would be most sensible for it? Would it be worth reducing the skillceiling by eliminating what essentially promotes proper positioning all the more?)

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