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[Marauder] Terrible Embrace

Posted: Tue Nov 12, 2024 12:31 pm
by Alubert
Most of the abilities that were overpowering and just plain stupid such as ramapage, GTDC, WoDS or a stack of offensive staystics like WS and receiving additional defensive bonuses were thankfully nerfed.
Only one thing really remained to be improved - Marauder pull ‘Terrible Embrace’.
I omit that it can be used bypassing maximum range or through a wall or over a fence. I understand that this is a bug and not an intended action.
But the most unfair aspect of this ability is the lack of CD when the ability is not used.
Currently, a marauder who is interrupted while casting the ability can already try again in the next second.
This makes interrupting the use of the ability pointless because it only delays it by a second or two.
In my opinion the solution would be to add a cd after the ability is interrupted 5 sec or 10 sec.

Re: [Marauder] Terrible Embrace

Posted: Tue Nov 12, 2024 2:08 pm
by Fenris78
Agreed, same goes for stealth from WH/WE. All channeled abilities should go into cd when interrupted while casting.

This would finally make taunt and other interrupt skills useful, especially now that iirc pulls/bumps are not interrupting channels anymore.

Re: [Marauder] Terrible Embrace

Posted: Tue Nov 12, 2024 7:15 pm
by Tisaya
+1 This should be easy to do and make order tanks more useful.

And maybe add a range check at the end of animation to stop pulls through walls, hills, doors etc

Re: [Marauder] Terrible Embrace

Posted: Wed Nov 13, 2024 1:00 am
by storm
I could not agree more. Very good Idea! It can be very hard to target the Mara pulling if they are in the middle of their grp. so detaunting the pull is challenging already. There is a cooldown on my detaunt.. but they get to pull again and I cannot do anything.

Re: [Marauder] Terrible Embrace

Posted: Wed Nov 13, 2024 3:16 am
by Boursk
Give squigs back their proper increased ranged from Path Of Quick Shootin' and we'll talk.

We wouldn't want shadow warriors being able to shoot things from 110 feet away now either would we? We should change that.

Re: [Marauder] Terrible Embrace

Posted: Wed Nov 13, 2024 3:44 am
by Sinisterror
Adding cooldown to interrupted casted abilities makes no sense. No one would get any 3s casts through like boc or festering arrow if they were added cooldown if interrupted OR if you jump to cancel your own cast, now it has cooldown? think for 1 minute and this is obvious.

Re: [Marauder] Terrible Embrace

Posted: Wed Nov 13, 2024 5:07 am
by Scragmuncher
Alubert wrote: Tue Nov 12, 2024 12:31 pm Most of the abilities that were overpowering and just plain stupid such as ramapage, GTDC, WoDS or a stack of offensive staystics like WS and receiving additional defensive bonuses were thankfully nerfed.
Only one thing really remained to be improved - Marauder pull ‘Terrible Embrace’.
I omit that it can be used bypassing maximum range or through a wall or over a fence. I understand that this is a bug and not an intended action.
But the most unfair aspect of this ability is the lack of CD when the ability is not used.
Currently, a marauder who is interrupted while casting the ability can already try again in the next second.
This makes interrupting the use of the ability pointless because it only delays it by a second or two.
In my opinion the solution would be to add a cd after the ability is interrupted 5 sec or 10 sec.
Unfortunately it's kinda impossible to have this conversation. Desto players are very defensive of this very broken ability.

Re: [Marauder] Terrible Embrace

Posted: Wed Nov 13, 2024 9:58 am
by 3Form
Sinisterror wrote: Wed Nov 13, 2024 3:44 am Adding cooldown to interrupted casted abilities makes no sense. No one would get any 3s casts through like boc or festering arrow if they were added cooldown if interrupted OR if you jump to cancel your own cast, now it has cooldown? think for 1 minute and this is obvious.
Simple solution then, make it a channelled ability rather than a casted one. Channelled abilities already go on cooldown when interrupted.

Re: [Marauder] Terrible Embrace

Posted: Wed Nov 13, 2024 10:31 am
by Sinisterror
3Form wrote: Wed Nov 13, 2024 9:58 am
Sinisterror wrote: Wed Nov 13, 2024 3:44 am Adding cooldown to interrupted casted abilities makes no sense. No one would get any 3s casts through like boc or festering arrow if they were added cooldown if interrupted OR if you jump to cancel your own cast, now it has cooldown? think for 1 minute and this is obvious.
Simple solution then, make it a channelled ability rather than a casted one. Channelled abilities already go on cooldown when interrupted.
Yes because channels are instant dmg/heal + the over time direct dmg/heal hits. So from channeling you are guaranteed to get at least 1 hit or heal before it can even be canceled. Imo better solution is to get Disorient Effects working on melee skills again. Like 025-075s increased cast time on instant/melee skills. Silence interrupts marauder pull as well btw.

Re: [Marauder] Terrible Embrace

Posted: Wed Nov 13, 2024 1:08 pm
by Alubert
Sinisterror wrote: Wed Nov 13, 2024 10:31 am
3Form wrote: Wed Nov 13, 2024 9:58 am
Sinisterror wrote: Wed Nov 13, 2024 3:44 am Adding cooldown to interrupted casted abilities makes no sense. No one would get any 3s casts through like boc or festering arrow if they were added cooldown if interrupted OR if you jump to cancel your own cast, now it has cooldown? think for 1 minute and this is obvious.
Simple solution then, make it a channelled ability rather than a casted one. Channelled abilities already go on cooldown when interrupted.
Yes because channels are instant dmg/heal + the over time direct dmg/heal hits. So from channeling you are guaranteed to get at least 1 hit or heal before it can even be canceled. Imo better solution is to get Disorient Effects working on melee skills again. Like 025-075s increased cast time on instant/melee skills. Silence interrupts marauder pull as well btw.
This looks interesting.
I didn't know it was like that in the past.
How exactly did it work?