PlagueMonk wrote: Wed Jan 20, 2021 4:32 pm
You expect us to cry for you because you have more good options than you can slot? All classes wish they had that problem.
Hell no, I expect you to learn to play and whine less on forums.
oh BURN you got me good considering YOU are the one QQing about not having enough tactic slots.
Tell you what, since they have given SH just about everything else, I think SH should get an extra tactic slot so there is no more QQing about options.
You was rambling about SH kiting all day long and that run away is too good. I stated, that rSH don't use run away tactic, because they got other ones, which nullifies your argument.
You call this QQing. I am surprised about you coming to this conclusion but I guess you are special.
Sulorie wrote: Wed Jan 20, 2021 4:45 pm
Hell no, I expect you to learn to play and whine less on forums.
oh BURN you got me good considering YOU are the one QQing about not having enough tactic slots.
Tell you what, since they have given SH just about everything else, I think SH should get an extra tactic slot so there is no more QQing about options.
You was rambling about SH kiting all day long and that run away is too good. I stated, that rSH don't use run away tactic, because they got other ones, which nullifies your argument.
You call this QQing. I am surprised about you coming to this conclusion but I guess you are special.
They dont need that tactic because they get RUN AWAY! ability base line for free. That's insanely good. I have stopped counting the times they escaped with that IWIN ability.
Sulorie you have become very destro biased. You call this QQing? I call this destro lobbying.
Re: [SH] Ranged knock down has to go
Posted: Thu Jan 21, 2021 11:38 am
by Sulorie
balvor877 wrote: Thu Jan 21, 2021 11:05 am
They dont need that tactic because they get RUN AWAY! ability base line for free. That's insanely good. I have stopped counting the times they escaped with that IWIN ability.
Sulorie you have become very destro biased. You call this QQing? I call this destro lobbying.
In fact I just don't need sorry excuses for losing a fight.
The other dude called my post about SH not using speed tactic "QQing" and I simply negated it, "QQing" wasn't my words either.
How is an ability, which can easily be shut down by killing the pet, with twice the cool down of WL pet and no ability to summon on the move outside of melee spec, an instant win tool? You can only instantly summon a different squig, which is actually not what you want, as you use a certain squig for a reason, when you fast enough explode your almost dead squig.
I don't buy it.
If only those who complain the loudest would record their gameplay session, I could exactly say what went wrong at a given moment.
oh BURN you got me good considering YOU are the one QQing about not having enough tactic slots.
Tell you what, since they have given SH just about everything else, I think SH should get an extra tactic slot so there is no more QQing about options.
You was rambling about SH kiting all day long and that run away is too good. I stated, that rSH don't use run away tactic, because they got other ones, which nullifies your argument.
You call this QQing. I am surprised about you coming to this conclusion but I guess you are special.
They dont need that tactic because they get RUN AWAY! ability base line for free. That's insanely good. I have stopped counting the times they escaped with that IWIN ability.
Sulorie you have become very destro biased. You call this QQing? I call this destro lobbying.
Guerilla training > Run away.
Range knockdown on SHs would be fine if SWs got their range debuff back (current glass arrow is on the meh side IMO). It would be even better if herda's main ini debuff was not tied to CC but that's going too far fresh after rework I presume. It's not that OP but hard to counter without range debuff on one faction (range disarm is on engies so coordinated team can take that gobbo down).
And please don't take it the wrong way: instead of nerfing troublesome classes maybe come up with ways to kill them in team (2+) or party setting?
Sulorie wrote: Wed Jan 20, 2021 4:45 pm
Hell no, I expect you to learn to play and whine less on forums.
oh BURN you got me good considering YOU are the one QQing about not having enough tactic slots.
Tell you what, since they have given SH just about everything else, I think SH should get an extra tactic slot so there is no more QQing about options.
You was rambling about SH kiting all day long and that run away is too good. I stated, that rSH don't use run away tactic, because they got other ones, which nullifies your argument.
You call this QQing. I am surprised about you coming to this conclusion but I guess you are special.
Errrm, no I wasn't. I said absolutely nothing about SH kiting or anything about run away. All I did was point out that you were complaining about having 2 new tactics and no more slots. That was it.
Re: [SH] Ranged knock down has to go
Posted: Thu Jan 21, 2021 4:28 pm
by teiloh
NSKaneda wrote: Thu Jan 21, 2021 2:40 pm
Guerilla training > Run away.
Range knockdown on SHs would be fine if SWs got their range debuff back (current glass arrow is on the meh side IMO). It would be even better if herda's main ini debuff was not tied to CC but that's going too far fresh after rework I presume. It's not that OP but hard to counter without range debuff on one faction (range disarm is on engies so coordinated team can take that gobbo down).
And please don't take it the wrong way: instead of nerfing troublesome classes maybe come up with ways to kill them in team (2+) or party setting?
Guerilla training requires constant shifting between stances and is in Scout stance. Can easily limit your rotations since SW has so many stance-gated abilities.
Range knockdown on SHs would be fine if SWs got their range debuff back (current glass arrow is on the meh side IMO). It would be even better if herda's main ini debuff was not tied to CC but that's going too far fresh after rework I presume. It's not that OP but hard to counter without range debuff on one faction (range disarm is on engies so coordinated team can take that gobbo down).
And please don't take it the wrong way: instead of nerfing troublesome classes maybe come up with ways to kill them in team (2+) or party setting?
Guerilla training requires constant shifting between stances and is in Scout stance. Can easily limit your rotations since SW has so many stance-gated abilities.
While run away the tactic requires incoming dmg to work and run away! the charge skill is time-limited to 10 seconds, is on 45s cooldown and requires pet to work. Guerilla training gives you nearly uninterrupted mobility with 1s in-between. And it doesn't limit rotations: swap stance, slow down, swap stance, dot, swap stance, debuff, swap stance, disarm, jump away, swap stance and so on
You can slow down that gobbo. Knock him down. Stagger and chain stagger. Channel while he runs or jumps away. Silence to prevent him from running. Disarm so he takes your burst in.
There are ways to deal with run away, same with all the charge classes really. It doesn't need to be nerfed, even pre work 9 out of 10 herdas used it so swapping it from tree to free access made no difference.
Range knockdown on SHs would be fine if SWs got their range debuff back (current glass arrow is on the meh side IMO). It would be even better if herda's main ini debuff was not tied to CC but that's going too far fresh after rework I presume. It's not that OP but hard to counter without range debuff on one faction (range disarm is on engies so coordinated team can take that gobbo down).
And please don't take it the wrong way: instead of nerfing troublesome classes maybe come up with ways to kill them in team (2+) or party setting?
Guerilla training requires constant shifting between stances and is in Scout stance. Can easily limit your rotations since SW has so many stance-gated abilities.
While run away the tactic requires incoming dmg to work and run away! the charge skill is time-limited to 10 seconds, is on 45s cooldown and requires pet to work. Guerilla training gives you nearly uninterrupted mobility with 1s in-between. And it doesn't limit rotations: swap stance, slow down, swap stance, dot, swap stance, debuff, swap stance, disarm, jump away, swap stance and so on
You can slow down that gobbo. Knock him down. Stagger and chain stagger. Channel while he runs or jumps away. Silence to prevent him from running. Disarm so he takes your burst in.
There are ways to deal with run away, same with all the charge classes really. It doesn't need to be nerfed, even pre work 9 out of 10 herdas used it so swapping it from tree to free access made no difference.
Guerilla training requires constant shifting between stances and is in Scout stance. Can easily limit your rotations since SW has so many stance-gated abilities.
While run away the tactic requires incoming dmg to work and run away! the charge skill is time-limited to 10 seconds, is on 45s cooldown and requires pet to work. Guerilla training gives you nearly uninterrupted mobility with 1s in-between. And it doesn't limit rotations: swap stance, slow down, swap stance, dot, swap stance, debuff, swap stance, disarm, jump away, swap stance and so on
You can slow down that gobbo. Knock him down. Stagger and chain stagger. Channel while he runs or jumps away. Silence to prevent him from running. Disarm so he takes your burst in.
There are ways to deal with run away, same with all the charge classes really. It doesn't need to be nerfed, even pre work 9 out of 10 herdas used it so swapping it from tree to free access made no difference.
You do realize there is a stance cooldown right?
That's the 1s in-between Stance CD is 5s, guerilla speed buff is 5s, you get 1s gcd between stance swaps.