[Implementation Feedback] A suggestion for a Throwing Dagger/Snap Shot change.
Posted: Tue Oct 11, 2016 5:38 pm
Foreword/Disclaimer: I am not appealing to a mirror here, both classes are discussed because the skill in question works exactly the same for both of them and holds the same usefulness. and creates the same issues for compositions that would want to run either of these classes. I have also used the skill on both classes having played both albeit not with the same frequency.
One of the things currently being discussed are the marauder and white lion morale roots and how they are important to the meta game of melee vs. ranged compositions. The Witch Hunter and Witch Elf ranged slows could be another way that a melee composition could slow, or try to keep up with ranged kiters. The Witch Elf and Witch Hunter are light armour classes that rely on engaging with their invisibility, however once their first engagement is done they are rather immobile when it comes to chasing in comparison to other mdps who posses the ability to charge. The Throwing Dagger and Snap Shot skills were likely intended as ranged slows that would allow a melee composition with a Witch Hunter or a Witch Elf to quickly switch to a ranged target. Furthermore the Witch Elf and the Witch Hunter don't have a melee slow like all other melee classes. However, the issue is that with their current implementation Throwing Dagger and Snap Shot are basically worthless against a good player. This is because they have a telegraphed animation and cast time, and a strafing enemy that is hit by these skills won't have a slow applied on them. This way either by using a strafe hotkey, or strafing using a mouse, a player can kite strafing at a 1% angle and not get affected by the slow. This is because an enemy showing one shoulder to the back while strafing is considered as being hit in the side rather than the back. Clearly a change to these skills won't suddenly mean Witch Hunters and Witch Elves will be amazing, but at least they would have a functional unique slow that would make them more of a consideration in the future.
There are numerous possible solutions that come to my mind, I will list them by priority of what I think is best, others can discuss, come up with different options, agree and disagree and hopefully we can come to a satisfactory conclusion.
1) Change the WE/WH slows, so that the slow applies when an enemy is hit from the back OR from the sides.
2) Change the WE/WH slows, so that a 40% slow applies from behind and a 20% slow applies when the enemy is hit from a side.
3) Change the way the game interprets where strafing targets are facing, so that a low angle strafe will still result in a an attack/spell from the back being evaluated as an attack from the back.
4) Leave the slow as it is, but give WE/WH an additional melee slow skill.
One of the things currently being discussed are the marauder and white lion morale roots and how they are important to the meta game of melee vs. ranged compositions. The Witch Hunter and Witch Elf ranged slows could be another way that a melee composition could slow, or try to keep up with ranged kiters. The Witch Elf and Witch Hunter are light armour classes that rely on engaging with their invisibility, however once their first engagement is done they are rather immobile when it comes to chasing in comparison to other mdps who posses the ability to charge. The Throwing Dagger and Snap Shot skills were likely intended as ranged slows that would allow a melee composition with a Witch Hunter or a Witch Elf to quickly switch to a ranged target. Furthermore the Witch Elf and the Witch Hunter don't have a melee slow like all other melee classes. However, the issue is that with their current implementation Throwing Dagger and Snap Shot are basically worthless against a good player. This is because they have a telegraphed animation and cast time, and a strafing enemy that is hit by these skills won't have a slow applied on them. This way either by using a strafe hotkey, or strafing using a mouse, a player can kite strafing at a 1% angle and not get affected by the slow. This is because an enemy showing one shoulder to the back while strafing is considered as being hit in the side rather than the back. Clearly a change to these skills won't suddenly mean Witch Hunters and Witch Elves will be amazing, but at least they would have a functional unique slow that would make them more of a consideration in the future.
There are numerous possible solutions that come to my mind, I will list them by priority of what I think is best, others can discuss, come up with different options, agree and disagree and hopefully we can come to a satisfactory conclusion.
1) Change the WE/WH slows, so that the slow applies when an enemy is hit from the back OR from the sides.
2) Change the WE/WH slows, so that a 40% slow applies from behind and a 20% slow applies when the enemy is hit from a side.
3) Change the way the game interprets where strafing targets are facing, so that a low angle strafe will still result in a an attack/spell from the back being evaluated as an attack from the back.
4) Leave the slow as it is, but give WE/WH an additional melee slow skill.