Page 38 of 77

Re: [Split] Marauder discussion

Posted: Thu Oct 15, 2015 12:04 am
by Uchoo
Coryphaus wrote:
Uchoo wrote:
Coryphaus wrote:but weren't wls able to abuse their pull on live in that you could send the pet then run back and this would result in the enemy being pulled even further back to your new location?
That was a fixed a loooong time ago, long before shutdown.
ah ok, i guess i didnt stay around for that fix

tbt pulls are **** stupid the game is better off with out them
What if your Black Orc got Fetched and you were able to defensively pounce to an ally while you were mid-air?

Re: [Split] Marauder discussion

Posted: Thu Oct 15, 2015 12:27 am
by Azarael
Uchoo wrote: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.
That's my point. It's a trash mechanic, sure - it's gimmicky and I'm sure it sucks to be on the end of it, but in the grand scheme of things it's not that important.

Re: [Split] Marauder discussion

Posted: Thu Oct 15, 2015 12:45 am
by Coryphaus
Azarael wrote:And you propose doing what about festerbombing?
I realize that festerbombing is gimmicky as **** but just dont like being instantly killed out of nowhere

the deathskulls is not exactly a "competitive rvr guild" like critical acclaim or some other guilds so ive had to more or less play without guard and 30 fts 5s detaunts are a joke espically against rdps like sw in scs and orvr their are so many targets that its kinda hard to pin point that one sw with m2 who is targeting you

i guess im just venting a bit after getting tired of rdps crits atm with between sws fester and bws dot ticks of 600-1k leaving me contemplating the state of late game with no tb


edit:
nvm sw already has finish em off mirror, my bad

i got nothing

Re: [Split] Marauder discussion

Posted: Thu Oct 15, 2015 12:59 am
by bloodi
Coryphaus wrote:i got nothing
Its not that hard, the problem is not festerbomb but the m2.

But SW is built around the m2...

To be honest, unshakakable focus is quite problematic, engineer has it and his pressure is only viable when its used, Magus has no access to it, SH is also dependant on it.

The talk about balancing morales 2 in general is one we will need to have someday i think. Either make things like Focused mind or unshakable focus baseline (i dont think it can be done) or nerf them so they are not flat out better than almost any other morale in the game for the classes that have them.

Re: [Split] Marauder discussion

Posted: Thu Oct 15, 2015 2:48 am
by Uchoo
bloodi wrote:
Coryphaus wrote:i got nothing
Its not that hard, the problem is not festerbomb but the m2.

But SW is built around the m2...

To be honest, unshakakable focus is quite problematic, engineer has it and his pressure is only viable when its used, Magus has no access to it, SH is also dependant on it.

The talk about balancing morales 2 in general is one we will need to have someday i think. Either make things like Focused mind or unshakable focus baseline (i dont think it can be done) or nerf them so they are not flat out better than almost any other morale in the game for the classes that have them.
Unshakable Focus is strong.. That's a good point for debate and analysis.

Re: [Split] Marauder discussion

Posted: Thu Oct 15, 2015 3:19 am
by foof
Azarael wrote:And you propose doing what about festerbombing?
The only viable course of action would be to actually balance (nerf or remove) UF, then go and completely rebalance and rework the 3 RDPS classes who have access to it.

It would be a lot of work for fixing a gimmick, but honestly, rebalancing every single class so they had at least 3 viable paths is what Mythic should have done years ago.

Re: [Split] Marauder discussion

Posted: Thu Oct 15, 2015 6:22 am
by Bozzax
Or simply rework enchanted arrows to be 50%

(High base damage * damage booster * no migration = problem)

Re: [Split] Marauder discussion

Posted: Thu Oct 15, 2015 6:54 am
by Bretin
Jaycub wrote: 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 nothing jon snow...

Re: [Split] Marauder discussion

Posted: Thu Oct 15, 2015 7:11 am
by Aceboltz
Yeah need to do a video to break all the illusions about SW.

-You first cast festering arrow at 110yards.
-when the arrow is flying you pop VENGEANCE OF NAGARYTHE, STEADY AIM, UNSHAKABLE FOCUS and SKIRMISH STANCE. All of them will be activated before the arrow lands resulting on: 57,5% bonus critchance and 250% damage multiplier. (if the bonuses are additive it woud be 55% and 225% but they usually are multiplicative, need more info about it).
-finish with rapid fire

When you see the M2 animation, it's too late.

Re: [Split] Marauder discussion

Posted: Thu Oct 15, 2015 7:22 am
by Bretin
Aceboltz wrote:Yeah need to do a video to break all the illusions about SW.

-You first cast festering arrow at 110yards.
-when the arrow is flying you pop VENGEANCE OF NAGARYTHE, STEADY AIM, UNSHAKABLE FOCUS and SKIRMISH STANCE. All of them will be activated before the arrow lands resulting on: 57,5% bonus critchance and 250% damage multiplier. (if the bonuses are additive it woud be 55% and 225% but they usually are multiplicative, need more info about it).
-finish with rapid fire

When you see the M2 animation, it's too late.
the first non pen and paper warrior post about how to fester. you made me proud son