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Whirling Pin/Sticky Squigs

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Toldavf
Posts: 1586

Whirling Pin/Sticky Squigs

Post#1 » Sat Aug 01, 2015 6:07 am

Now most of us know these abilities are a little different to how they where in live, they now always trigger even if they don't snare anything and the direction of travel is set directly backwards as a posed to away from the enemy.

But it is becoming increasingly my belief that these skills encourage bad play.

When I look at good sorcs, brights, engies and magi they all pre kite mdps and tanks because they have very few other options. Shadow warriors and squigs on the other hand can legitimately just afford to allow 1 or even 2 mdps to walk right up to them this strikes me as just wrong in the entirety. They can just pop their no ap cost aoe snare and float to safety.

At that point an mdps has 2 choices break root and probably start over extending or retreat with a squig herder now trying to kill you and its even worse if its a Shadow Warrior because you might end up knocked down for your troubles.

Most galling about the ability is its short cool down, I some times see players just run into a clump of enemies and pop it just for the aoe snare and of course they get away with it because nobody can chase them.
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-

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Anaerion22
Posts: 16

Re: Whirling Pin/Sticky Squigs

Post#2 » Sat Aug 01, 2015 7:20 am

I don't remember the whirling pin sending me flying through the air in retail? Thought I remember just spinning around and snaring all nearby enemies.

Sulorie
Posts: 7461

Re: Whirling Pin/Sticky Squigs

Post#3 » Sat Aug 01, 2015 8:53 am

You remember wrong.
Dying is no option.

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wender88
Posts: 213

Re: Whirling Pin/Sticky Squigs

Post#4 » Sat Aug 01, 2015 9:31 am

Anaerion22 wrote:I don't remember the whirling pin sending me flying through the air in retail? Thought I remember just spinning around and snaring all nearby enemies.
This was change when SW's got the infamous buff.

Before it was a root like any other rdps has, instead of the version they have now.
I do miss the version they had on live, where it wouldnt pop on CC immune targets (immune to snar/roots/punts).
Kenzing - Specialneedz

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Coryphaus
Posts: 2230

Re: Whirling Pin/Sticky Squigs

Post#5 » Sat Aug 01, 2015 12:33 pm

Ah so its not supposed to as ez mode as it is now for them?

thats nice to know
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magter3001
Posts: 1284

Re: Whirling Pin/Sticky Squigs

Post#6 » Sat Aug 01, 2015 1:12 pm

I wouldn't say 30 seconds is a short cooldown. 20 seconds would be. Anyway, devs already know the ability doesn't work correctly right now, being able to self punt even if there are no enemies around. If you look on the bugtracker, it's set at low priority so it might be a while before it gets fixed.
Agrot 35/40 Aggychopp 32/40
Grelin of Magnus/Badlands ;)

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Toldavf
Posts: 1586

Re: Whirling Pin/Sticky Squigs

Post#7 » Sat Aug 01, 2015 1:59 pm

I'd say its on to short a cool down for an ability with no ap cost.
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-

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grumcajs
Posts: 378

Re: Whirling Pin/Sticky Squigs

Post#8 » Sat Aug 01, 2015 3:11 pm

Honestly I think it was a horrible change from root to aoe snare+self punt.

SWs already have their "save my ass" button in terms of ranged kd. they can also change stance for double armor, they can even learn tactic that makes their ST detaunt to be aoe detaunt with 100ft range.

Not to mention the way it function now...

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magter3001
Posts: 1284

Re: Whirling Pin/Sticky Squigs

Post#9 » Sat Aug 01, 2015 3:20 pm

As a person who played a SH, before and after the update, it was a needed change. The only reason we're complaining now is because people can self punt at will which was not the case on live. It's a bug that will eventually be fixed.
Agrot 35/40 Aggychopp 32/40
Grelin of Magnus/Badlands ;)

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Mystriss
Posts: 262
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Re: Whirling Pin/Sticky Squigs

Post#10 » Sat Aug 01, 2015 10:46 pm

Yea it's only supposed to fire off if you hit a target with it.

The Whirling Pin change was part of patch 1.44 (sometime after 6/21/2011 cause it was just after we transferred from Badlands to Gorefang heh):

1.44
* Whirling Pin will now snare targets in a Point-Blank Area of Effect and knock the Shadow Warrior directly back. The knock back requires that you hit a target with the snare. This ability will cost 0 Action Points. You will not be able to fire it without enemies around.

* Fixed an issue in which Festering Arrow and Brutal Assault were not correctly processing damage. You'll see a slight increase in base damage, but not damage gained from stat.

* Vengeance of Nagarythe will no longer interact with abilities. The cooldown will be 30s and provide a 25% boost to damage dealt for 10s.

* Fell the Weak will gain a base damage increase.

* Flanking Shot will no longer interact with Vengeance of Nagarythe. The chance to deal critical damage with this ability will scale based on your target's health. For example; if your target is at 14% health, your chance to deal critical damage will be increased by 86%.

* Takedown will no longer interact with Vengeance of Nagarythe. This means it will no longer knock down targets.

* Glass Arrow received a complete redesign. It will now deal damage to a single target and reduce the range of their abilities. It will reduce the range to 75% of the intended range(including their positive modifiers). For clarification, range is the distance in which the ability will fire on the target and is not to be confused with radius.

* Eye Shot will knock down the target for 3s and the cool down is 20s. Initiative buff stays the same. No Keen Arrows interaction to increase the Knock down duration. Right now it is going to remain Skirmish only.

I have the full patch list from Live for Shadow Warriors here: http://www.sexybootsrule.com/swpatches.pdf

Also a video example of how the whirling pin worked on live see my videos:
https://www.youtube.com/watch?v=kCYeK1n22Wo (first song mostly)
https://www.youtube.com/watch?v=PegDmhirVy0 (second & third songs mostly - third song has ping pong in it! Best. Game. Ever.)
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