Stand The Wall.6987 Posted March 7, 2019 Share Posted March 7, 2019 if it was buffed to superior flame ram level of damage while being much more cost efficient, wouldn't this be a much better way for havoc groups to take stuff? mind you ofc the target cap would be kept where it is so a zerg wouldn't be able to profit from it as much. Link to comment Share on other sites More sharing options...
Strider Pj.2193 Posted March 7, 2019 Share Posted March 7, 2019 One superior ram hits harder than three mounts. Best bet is build one ram with two people then use remaining supply from one person once vulnerability is on the gate to maximize the supply. And if you buff it, then rams become even more useless for havoc. Link to comment Share on other sites More sharing options...
Stand The Wall.6987 Posted March 7, 2019 Author Share Posted March 7, 2019 @Strider Pj.2193 said:One superior ram hits harder than three mounts. Best bet is build one ram with two people then use remaining supply from one person once vulnerability is on the gate to maximize the supply. And if you buff it, then rams become even more useless for havoc. I know it hits harder. yes it would make rams more useless for havoc. that's the point, freeing up supply for havoc while not helping zergs too much. Link to comment Share on other sites More sharing options...
borgs.6103 Posted March 7, 2019 Share Posted March 7, 2019 I think their intention for Chain Pull was for people who have unused supply doing nothing waiting for the gate to break to have at least something to do.Like for example - in a 3-man havoc group, you can build a superior ram and have a lot of supply left. Max they can carry is 75, still not enough for 2 normal/guild rams. So instead of one person ramming and the other two just stand there and look pretty, they could use their unused supply to Chain Pull. Link to comment Share on other sites More sharing options...
Dawdler.8521 Posted March 7, 2019 Share Posted March 7, 2019 In order for it to be effective, 2 mounts have to be able to bring a door 100 to 0 even if it's T3. The third mount would be a bonus. Anything less than this means it's not effective.Either way you twist and turn it it wont compute because anyone can see the problem with that. Its a stupid skill that can never ever be balanced or efficient and is ultimately, complete pointless fluff.The chain pull should have been a ranged CC that dismounted other mounts instead, would have been much better and solved one of the key issues with mounts... Link to comment Share on other sites More sharing options...
Sviel.7493 Posted March 7, 2019 Share Posted March 7, 2019 There is never a time when havoc should be hitting gates--not since the cata/treb distance=damage buff. Gates aren't well defended, but they're decently equipped to deal with small teams like havoc.That said, Warclaws are difficult to dismount and can't be disabled. If they were as supply efficient as rams, you'd just run up, yank on the gate until forcibly dismounted, then disengage and mount up again. Technically, you already can since supply is just a few dodges away. There wasn't really a need for this; I suspect they just wanted to give people something to do while waiting for the rams to work. However, as usually happens with games, it's going to change the whole siege experience if it gets even a little good. Link to comment Share on other sites More sharing options...
Strider Pj.2193 Posted March 7, 2019 Share Posted March 7, 2019 @Sviel.7493 said:There is never a time when havoc should be hitting gates--not since the cata/treb distance=damage buff. Gates aren't well defended, but they're decently equipped to deal with small teams like havoc.That said, Warclaws are difficult to dismount and can't be disabled. If they were as supply efficient as rams, you'd just run up, yank on the gate until forcibly dismounted, then disengage and mount up again. Technically, you already can since supply is just a few dodges away. There wasn't really a need for this; I suspect they just wanted to give people something to do while waiting for the rams to work. However, as usually happens with games, it's going to change the whole siege experience if it gets even a little good.This. (95% of the time anyway) Plus most of the cata spots on towers a good havoc will use are out of watchtower range.But the current setup for Warclaw is fine the way it is. Link to comment Share on other sites More sharing options...
Oldyoung.6109 Posted March 7, 2019 Share Posted March 7, 2019 if anything they should nerf the dmg but add a vulnerability debuff would still fit anet's idea but would make rams/pvd much faster. Link to comment Share on other sites More sharing options...
Justine.6351 Posted March 8, 2019 Share Posted March 8, 2019 With the chain cap there doesn't really need to be a supply cost. That would make the skill worth using. Link to comment Share on other sites More sharing options...
KrHome.1920 Posted March 8, 2019 Share Posted March 8, 2019 @Dawdler.8521 said:In order for it to be effective, 2 mounts have to be able to bring a door 100 to 0 even if it's T3. The third mount would be a bonus. Anything less than this means it's not effective.That would be broken and render every stationary siege useless. (Looking at the context of your porsting I guess you agree with me.)Either way you twist and turn it it wont compute because anyone can see the problem with that. Its a stupid skill that can never ever be balanced or efficient and is ultimately, complete pointless fluff.Well the intention is clear: It's meant to be a litte bonus damage (one or two hits less with the ram needed to save a few seconds) for supply left on players which on the other hand should be far less effective than stationary siege.The chain pull should have been a ranged CC that dismounted other mounts instead, would have been much better and solved one of the key issues with mounts...They nerfed the leap instead. :# Link to comment Share on other sites More sharing options...
Emberheart.8426 Posted March 8, 2019 Share Posted March 8, 2019 It does need a bit of a buff, but nothing outrageous. As it is now it is a waste of supply. Link to comment Share on other sites More sharing options...
Tiny Doom.4380 Posted March 8, 2019 Share Posted March 8, 2019 Given the cooldown, I believe I can already do more damage to gates as a full zerker staff ele just by going flat out in Fire attunement. Going to test it later but I was very underwhelmed by the effectiveness of the chain. Link to comment Share on other sites More sharing options...
DemonSeed.3528 Posted March 8, 2019 Share Posted March 8, 2019 @Tiny Doom.4380 said:Given the cooldown, I believe I can already do more damage to gates as a full zerker staff ele just by going flat out in Fire attunement. Going to test it later but I was very underwhelmed by the effectiveness of the chain.nerf ele Link to comment Share on other sites More sharing options...
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