Terrible Embrace OP

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Sulorie
Posts: 7459

Re: Terrible Embrace OP

Post#31 » Sat Dec 01, 2018 9:43 am

peterthepan3 wrote: Fri Nov 30, 2018 7:19 pm

As a form of CC, it is nonsensical to be subjected to such RNG/varying results. Whether or not this means increasing the CD or whatever is open to debate, but as a form of CC, it is imperative that we ensure that both TE and Fetch function as per their design.

Unsure about the magical casters suffering huge levels of disrupt atm, given recent revert back to previous evasion formula. Seems relatively easy to land 90% of a rotation. If this isn't the case (I haven't touched my Magus in a while, but do play regularly with my bro's BW/Sorc who hasn't complained about such disrupt issues), please provide proof of it and it will be investigated further.
Well, all healer CC is based on intel or str and only reliably works on damage builds, because their intel or str is too low in heal spec. Only RP/ZE can mitigate this issue by using their mechanic toggle.

Not only mara pull on intel was subpar. The difference is, all healer CC is less annoying than being pulled into a meatgrinder.
Might be worth to add a similar 0,5 stat conversion to healer CC, when having low intel or str.
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DanielWinner
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Re: Terrible Embrace OP

Post#32 » Sat Dec 01, 2018 10:04 am

Eathisword wrote: Fri Nov 30, 2018 9:07 pm
Eathisword wrote: Fri Nov 30, 2018 9:04 pm
peterthepan3 wrote: Fri Nov 30, 2018 7:19 pm As a form of CC, it is nonsensical to be subjected to such RNG/varying results. Whether or not this means increasing the CD or whatever is open to debate, but as a form of CC, it is imperative that we ensure that both TE and Fetch function as per their design.
This is a bonkers argument. If this was true, that CC must fire and be reliable, then tanks KD and punt would also be undefendable or rely on a defense check that their main targets don't have (ie. punt can now be dodged, no more of that parry or block !). They are what makes or break a fight 90% of the time in 12v12 and less. Yet... the argument has basically never come up. And, in the tank game, having to deal with humongous amount of parry/block from opposing tanks forces you to be super mindful of when you punt, or it forces you to use KD then punt to ensure the punt isn't avoided when you have any amount of latency.

But I guess that doesn'T have to apply to mara and WL... cause their CC is more important than tanks ;)
You know that Mara has similar problems with tanks and melee with high parry? Meanwhile tanks can KD as you said or hit the side or back of enemy to apply the cc. What can Mara do? If enemy is not blind, she/he won’t turn her/his back and in case of high parry classes like Slayer or shield/high parry tanks the pull most likely will be parried/blocked.
Tank CC is still more reliable but needs close combat (chosen/kotbs staggers are semi-range) when Mara’s pull is range CC and still weaker (you can LOS it and interrupt).
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anarchypark
Posts: 2085

Re: Terrible Embrace OP

Post#33 » Sat Dec 01, 2018 10:07 am

It works in every situation.
small, big, offence, defence, distract etc.
you see skill casted on you, pray RNG hit on my favor, even as tank.
cancel and recast stops kiting.
as caster? prepare survival rotation.
no counter.
It's simple and efficient, definition of pulling.

let's see WL.
outside of WL himself no one can tell when target's gonna pulled.
timing is hard for WL and team.
It's more like distraction.
card to discard enemy cc on pet.
not simple, not efficient.

if you say uncertainty is the trait...
It all goes back to foremost question.
why do we need pulling?
and why order pulling is unreliable?
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tionblack
Posts: 302

Re: Terrible Embrace OP

Post#34 » Sat Dec 01, 2018 10:15 am

time to learn positioning
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Rumpel
Posts: 359

Re: Terrible Embrace OP

Post#35 » Sat Dec 01, 2018 1:26 pm

Zaxxond wrote: Fri Nov 30, 2018 7:13 pm So I understand, Mara's were upset because their pull was getting disrupted because it was intel based and now is based off of strength so as to not be disrupted as much. Even with the pull being intel based, I disrupted pull rarely.

So the Mara was facing what every Magical Caster on Destro/Order is currently having to deal with. A **** ton of disrupt, but with only 1 of their abilities. Magical Casters on both sides deal with a **** ton of disrupt on ALL OF THEIR ABILITIES.

Order/Destro MDPS seems like they need more buffs to be able to take down the menace which is Magical RDPS. I say keep buffing melee classes as they need all the anti kiting tools, snares, knock downs, pulls, charges, guard and dedicated healers to deal with the OP Magical Casters.
Problem here was that Mara isn't a caster with tons of int to break disrupt so the disrupt rate was immense for a 3 sec. Cast.

I think what's possible here to fix is to change the str factor from 0.5 to a lower one? But then it gets impossible to pull str classes.

Until then just, and I'm doing this when im seeing a white lion pet is running straight to me, go hide behind something to break the cast. Works absolutely fine and half of order players is doing this when I'm casting my pull.
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Natherul
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Re: Terrible Embrace OP

Post#36 » Sat Dec 01, 2018 1:29 pm

please note that as mentioned in the patch notes the 0.5 modifier can be changed and will be if needed.

Also we more or less just did this change and any part of it may change as always.

Sulorie
Posts: 7459

Re: Terrible Embrace OP

Post#37 » Sat Dec 01, 2018 1:40 pm

Natherul wrote: Sat Dec 01, 2018 1:29 pm please note that as mentioned in the patch notes the 0.5 modifier can be changed and will be if needed.

Also we more or less just did this change and any part of it may change as always.
How many range checks has mara pull?
Positioning counter-play would mean getting out of range works. Actually mara starts cast, you ride away on mount and still get pulled after a 2sec cast on 65ft range. This feels wrong.
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Fey
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Re: Terrible Embrace OP

Post#38 » Sat Dec 01, 2018 2:44 pm

This thread has to be a joke.
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peterthepan3
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Re: Terrible Embrace OP

Post#39 » Sat Dec 01, 2018 2:46 pm

Eathisword wrote: Fri Nov 30, 2018 9:07 pm
Eathisword wrote: Fri Nov 30, 2018 9:04 pm
peterthepan3 wrote: Fri Nov 30, 2018 7:19 pm As a form of CC, it is nonsensical to be subjected to such RNG/varying results. Whether or not this means increasing the CD or whatever is open to debate, but as a form of CC, it is imperative that we ensure that both TE and Fetch function as per their design.
This is a bonkers argument. If this was true, that CC must fire and be reliable, then tanks KD and punt would also be undefendable or rely on a defense check that their main targets don't have (ie. punt can now be dodged, no more of that parry or block !). They are what makes or break a fight 90% of the time in 12v12 and less. Yet... the argument has basically never come up. And, in the tank game, having to deal with humongous amount of parry/block from opposing tanks forces you to be super mindful of when you punt, or it forces you to use KD then punt to ensure the punt isn't avoided when you have any amount of latency.

But I guess that doesn'T have to apply to mara and WL... cause their CC is more important than tanks ;)
Tank CC is not int-based: 9 times out of 10, you will land it. You need a modicum of strength, or to simply go behind the opponent's back, for a KD/punt. I can probably count the amount of times I have had my KD/KB evaded on one hand: vs MDPS/heals/RDPS, you will never miss, and vs tanks you need only go behind their back. Marauder pull was int-based, and regularly unsuccessful pulls were the norm. You cannot compare an int-based form of CC on a str-stacker to a str-based form of CC on a tank who should have a decent amount of strength anyway.

The 'issue' of landing a KD or punt is nowhere near as severe as trying to get off a pull used to be.

As Nath said, all is subject to alteration pending on feedback.
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wargrimnir
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Re: Terrible Embrace OP

Post#40 » Sat Dec 01, 2018 2:56 pm

Sulorie wrote: Sat Dec 01, 2018 1:40 pm
Natherul wrote: Sat Dec 01, 2018 1:29 pm please note that as mentioned in the patch notes the 0.5 modifier can be changed and will be if needed.

Also we more or less just did this change and any part of it may change as always.
How many range checks has mara pull?
Positioning counter-play would mean getting out of range works. Actually mara starts cast, you ride away on mount and still get pulled after a 2sec cast on 65ft range. This feels wrong.
One check when the button is pressed, one check at the end of the channel buildup. If the animation fires off, you'd might was well stop running because it's gonna getcha.
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