[Split] Marauder discussion

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Coryphaus
Posts: 2230

Re: [Split] Marauder discussion

Post#341 » Wed Oct 14, 2015 3:34 pm

Tesq wrote:chosen/kobs punt is just better cos it's 10 sec spammable, it's = to that of IB and it not require block/parry(?) like BG.

at least with no super punt Black ork with some fixes would be swapable with chosen.

I dont think SM would be ever swapable with kobs but in a bomb party SM is just better than IB, if sm also get some mirrors from chosen you can have different tank set up regard which dps you have.

Super punt on chosen/kobs it's really something wrong, buffer tanks that also have the best anti guard tool in game aren't balanced at all.

the best you can do is make

chosen /BO + BG
Kobs + SM/IB


BO if you want a melee set up / chosen for a magic set up
SM for a magic set up / IB for a melee set up
if mor hardcore was a super punt for blorc then maybe, or make it so that mor hardcore turns big slash into a single target super punt
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Tesq
Posts: 5713

Re: [Split] Marauder discussion

Post#342 » Wed Oct 14, 2015 3:43 pm

but you will have inccorret tooltips, and there would still be op and silly super punt around. and chosen punt would be 10 sec CD while your is 20sec.

ergo chosen>BO

also by bugtracker the KB atm are set for intterupt so chosen have a 10 sec interrupt + taunt + stag, order side it would be even worst cos kobs have all these things + another interrupt.

i would like to avoid incorrect tooltips and also have the best buff tanks with:
short KB
while BO/SM with aoe medium KB
KB and BG/IB with a high/super KB,

it's preferable for me that have all tanks with silly super KB and zero tactics in the fight.
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papakoko
Posts: 77

Re: [Split] Marauder discussion

Post#343 » Wed Oct 14, 2015 6:56 pm

What if we bring Mara's ability TE down some levels . Might make the pounce into keeps feel a lil less over the top at this stage in the game...

Penril
Posts: 4441

Re: [Split] Marauder discussion

Post#344 » Wed Oct 14, 2015 6:58 pm

papakoko wrote:What if we bring Mara's ability TE down some levels . Might make the pounce into keeps feel a lil less over the top at this stage in the game...
Get ready to be flamed and cursed to death by several order players...

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Coryphaus
Posts: 2230

Re: [Split] Marauder discussion

Post#345 » Wed Oct 14, 2015 6:58 pm

papakoko wrote:What if we bring Mara's ability TE down some levels . Might make the pounce into keeps feel a lil less over the top at this stage in the game...

TE isnt the solution cause then fetch would also would need to also be moved down


Why not just reduce how far vertically pounce can go just so that they just cant jump on keeps any more
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papakoko
Posts: 77

Re: [Split] Marauder discussion

Post#346 » Wed Oct 14, 2015 7:08 pm

Coryphaus wrote:
papakoko wrote:What if we bring Mara's ability TE down some levels . Might make the pounce into keeps feel a lil less over the top at this stage in the game...

TE isnt the solution cause then fetch would also would need to also be moved down


Why not just reduce how far vertically pounce can go just so that they just cant jump on keeps any more
Fetch would not need to be moved down .. TE doesn't get us up onto a keep wall like pounce . But it would let us pull folks off of walls and that at least somewhat equal to pounce but not really.. Or just move pounce up the ladder ... Or launch T3 and make the damn level cap 40 :) Pick one . Or put pounce on a 10 sec CD .. <--- this solves nothing though ..

bloodi
Suspended
Posts: 1725

Re: [Split] Marauder discussion

Post#347 » Wed Oct 14, 2015 7:11 pm

papakoko wrote:Fetch would not need to be moved down .. TE doesn't get us up onto a keep wall like pounce . But it would let us pull folks off of walls and that at least somewhat equal to pounce but not really.. Or just move pounce up the ladder ... Or launch T3 and make the damn level cap 40 :) Pick one . Or put pounce on a 10 sec CD .. <--- this solves nothing though ..
So we got to a point where people believe pounce is better than TE.

Somehow, putting yourself in the middle of the enemy zerg is now suddenly much better than putting the enemy in the middle of your zerg.

I would say that you people surprise me more everyday but i would be lying.

papakoko
Posts: 77

Re: [Split] Marauder discussion

Post#348 » Wed Oct 14, 2015 7:25 pm

bloodi wrote:
papakoko wrote:Fetch would not need to be moved down .. TE doesn't get us up onto a keep wall like pounce . But it would let us pull folks off of walls and that at least somewhat equal to pounce but not really.. Or just move pounce up the ladder ... Or launch T3 and make the damn level cap 40 :) Pick one . Or put pounce on a 10 sec CD .. <--- this solves nothing though ..
So we got to a point where people believe pounce is better than TE.

Somehow, putting yourself in the middle of the enemy zerg is now suddenly much better than putting the enemy in the middle of your zerg.

I would say that you people surprise me more everyday but i would be lying.

I didn't say pounce was better then TE . I will goes as far to say that in T2 which is current server end game pounce is 10X > TE . ;) do you get it now ??

EDIT: should they try and balance the game around T2 ... ? NO NO and HELL NO .. Can they make adjustments to some things because its the current server end game ... ? Sure why not...

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Abolition
Posts: 336

Re: [Split] Marauder discussion

Post#349 » Wed Oct 14, 2015 7:56 pm

papakoko wrote:What if we bring Mara's ability TE down some levels . Might make the pounce into keeps feel a lil less over the top at this stage in the game...
Don't do it, man.
Order zergs the forums as hard as they zerg the RvR zone. You're toast.
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Morf
Posts: 1247

Re: [Split] Marauder discussion

Post#350 » Wed Oct 14, 2015 8:09 pm

papakoko wrote:What if we bring Mara's ability TE down some levels . Might make the pounce into keeps feel a lil less over the top at this stage in the game...
TE was one of the biggest bs abilities in the game, i would just remove it, its not like maras dont have enough to be happy about already, and before ppl say wl has a pull it needs to be mirrored, you can see the pull coming so you just kd the pet and kill it in a single gcd.
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