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Re: [Split] Marauder discussion

Posted: Wed Oct 14, 2015 9:25 pm
by papakoko
Also lets not forget that in T3 both Magus and Engi get aoe pulls...

Re: [Split] Marauder discussion

Posted: Wed Oct 14, 2015 9:35 pm
by Coryphaus
yep cant wait for the return of rift magus qq posts

Re: [Split] Marauder discussion

Posted: Wed Oct 14, 2015 9:46 pm
by Ungrin
papakoko wrote:
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..
If you ran at an angle you can still hit their back... it's the matter of using strafe run instead of W..

Regardless... they made kiting a thing in this game by giving 180deg LOS...

Re: [Split] Marauder discussion

Posted: Wed Oct 14, 2015 11:01 pm
by Tesq
Coryphaus wrote:yep cant wait for the return of rift magus qq posts
be prepared to age of pull inside keep!! (maybe)

Re: [Split] Marauder discussion

Posted: Wed Oct 14, 2015 11:20 pm
by Coryphaus
You know we went through 37 pages but we never once discussed fester bombing in relation to comparison n balance; and I'd just like to throw it out their and ask why it's "accepted and ok" when it essentially allows you to pretty much ohko a target

Re: [Split] Marauder discussion

Posted: Wed Oct 14, 2015 11:22 pm
by Azarael
And you propose doing what about festerbombing?

Re: [Split] Marauder discussion

Posted: Wed Oct 14, 2015 11:23 pm
by Jaycub
Coryphaus wrote:You know we went through 37 pages but we never once discussed fester bombing in relation to comparison n balance; and I'd just like to throw it out their and ask why it's "accepted and ok" when it essentially allows you to pretty much ohko a target
1 min CD (at best), requires fester to crit, and requires the target to not have guard or detaunt you. It technically has counterplay, any team with voip will see the M2 animation and be prepared for it. Even pugs who know the M2 animation can usually tell if they are the target and just detaunt or run away.

Fester is also a 3 second cast, easily interrupted etc..

Powerful mechanics that have counterplay are fine, and there are many ways to deal with festerbomb and are in almost any group setup you can think of.

Re: [Split] Marauder discussion

Posted: Wed Oct 14, 2015 11:28 pm
by Ungrin
Jaycub wrote:
Coryphaus wrote:You know we went through 37 pages but we never once discussed fester bombing in relation to comparison n balance; and I'd just like to throw it out their and ask why it's "accepted and ok" when it essentially allows you to pretty much ohko a target
1 min CD, requires fester to crit, and requires the target to not have guard or detaunt you. It technically has counterplay, any team with voip will see the M2 animation and be prepared for it. Even pugs who know the M2 animation can usually tell if they are the target and just detaunt or run away.
Yeah, literally it's really not that useful compared to say, any decent DPS. The only reason to fester is at keep defenses to pick off lowbies for freenown..

Most SW's that I see don't run fester.. for obvious reasons

Re: [Split] Marauder discussion

Posted: Wed Oct 14, 2015 11:28 pm
by RyanMakara
Jaycub wrote:
Coryphaus wrote:You know we went through 37 pages but we never once discussed fester bombing in relation to comparison n balance; and I'd just like to throw it out their and ask why it's "accepted and ok" when it essentially allows you to pretty much ohko a target
1 min CD (at best), requires fester to crit, and requires the target to not have guard or detaunt you. It technically has counterplay, any team with voip will see the M2 animation and be prepared for it. Even pugs who know the M2 animation can usually tell if they are the target and just detaunt or run away.

Fester is also a 3 second cast, easily interrupted etc..

Powerful mechanics that have counterplay are fine, and there are many ways to deal with festerbomb and are in almost any group setup you can think of.
You know I can't, even when I 1v1 RDPS on my Shammy.

Re: [Split] Marauder discussion

Posted: Wed Oct 14, 2015 11:58 pm
by Uchoo
Azarael wrote:And you propose doing what about festerbombing?

Festerbombing every minute for a ton of damage and every 5s for okay damage on a 3s cast isn't overpowered to me (although I don't like any unmanagable 1 shot mechanics in a pvp game). If you wanted to tune it, the tactic would be the way to do it. Tune the tactic to 75% or something would be simple enough. If you are more concerned with the 1 shot burst potential, maybe make the Morale 2 exclude it.