Spellbreaker Magebane Tether Needs Some Tweaks — Guild Wars 2 Forums

Spellbreaker Magebane Tether Needs Some Tweaks

memausz.7264memausz.7264 Member ✭✭
  1. Needs to be converted into a line-of-sight mechanic (instead of going through walls and terrain and bunch of other nonsense)
  2. Magebane tether's duration shouldn't be so long (reduce to 2 seconds, please so that Elixir S can actually counter it). And no, "just dodge" isn't an excuse, and neither is stability (gets stolen by Spellbreakers).
  3. The tether persists even when the spellbreaker is downed and even when they are DEAD! That's busted.

Comments

  • just make any teleport break the tether and keep the rest as it is

    so you can actually disengage with certain abilities as a counter play

  • James.9071James.9071 Member ✭✭

    either ive been playing spellbreaker wrong, or they cant reliable boon rip at 600 range, which is the tether pull distance, so yes stab works

  • Psycoprophet.8107Psycoprophet.8107 Member ✭✭✭✭
    edited October 1, 2019

    @DEATHsCLAW.1978 said:
    just make any teleport break the tether and keep the rest as it is

    so you can actually disengage with certain abilities as a counter play

    Or u could just avoid being hit by the burst skill in any number of ways. I'd call that tons of counterplay. If u could use tele or movement skills to get away that would defeat the purpose and if u already can it should be changed so u cant.

  • Fueki.4753Fueki.4753 Member ✭✭✭

    @memausz.7264 said:
    Needs to be converted into a line-of-sight mechanic (instead of going through walls and terrain and bunch of other nonsense)

    BEFORE that, every single Teleport skill needs to become line of sight AND "path available" skill, aka no more teleporting on ledges that can't normally walked on or off in a straight line.

    THEN we can talk about nerfing the class that is eternally forced to be melee without any being able to use those broken movement skills to actually get into melee range.

  • @Psycoprophet.8107 said:

    @DEATHsCLAW.1978 said:
    just make any teleport break the tether and keep the rest as it is

    so you can actually disengage with certain abilities as a counter play

    Or u could just avoid being hit by the burst skill in any number of ways. I'd call that tons of counterplay. If u could use tele or movement skills to get away that would defeat the purpose and if u already can it should be changed so u cant.

    only teleports should break tether, not all movement skills!

    avoiding the burst skill might not be possible for all classes. I'd say an equally skilled warrior should definitely find a way to hit you with one at some point. so that should not be a reason for the lack of counterplay to tether

  • Curennos.9307Curennos.9307 Member ✭✭✭
    edited October 2, 2019

    @DEATHsCLAW.1978 said:

    @Psycoprophet.8107 said:

    @DEATHsCLAW.1978 said:
    just make any teleport break the tether and keep the rest as it is

    so you can actually disengage with certain abilities as a counter play

    Or u could just avoid being hit by the burst skill in any number of ways. I'd call that tons of counterplay. If u could use tele or movement skills to get away that would defeat the purpose and if u already can it should be changed so u cant.

    only teleports should break tether, not all movement skills!

    avoiding the burst skill might not be possible for all classes. I'd say an equally skilled warrior should definitely find a way to hit you with one at some point. so that should not be a reason for the lack of counterplay to tether

    At some point you should expect your opponent to actually land a hit of some sort. Pardon if I have interpreted this incorrectly, but you SHOULD have to deal with your opponent's class mechanics and how well they mesh (or don't mesh) with your own. It...seems like you're expecting to go the entire time without taking a hit from FC? Which is a bit unreasonable, I think.

    On my necro, I definitely expect to get hit with it at some point, so I save a cooldown for it. That's not unbalanced.

    There is counterplay. You can leave, proc the tether and break the CC (or kite and ensure it's broken in a way that the warr can't follow up on), or not break it and you've...saved a stunbreak or something, but the warr gets might. It is totally feasible to reserve a skill, dodge, etc for FC as well.

    Really, I still have beef with rampage, but that's about it. Now, rampage COMBINED with FC could be an issue, because they gain a massive chunk of health, dmg reduction, stab, might (and thus health and end), but that's still more a rampage problem, not a tether/FC problem.

  • @Curennos.9307 said:

    @DEATHsCLAW.1978 said:

    @Psycoprophet.8107 said:

    @DEATHsCLAW.1978 said:
    just make any teleport break the tether and keep the rest as it is

    so you can actually disengage with certain abilities as a counter play

    Or u could just avoid being hit by the burst skill in any number of ways. I'd call that tons of counterplay. If u could use tele or movement skills to get away that would defeat the purpose and if u already can it should be changed so u cant.

    only teleports should break tether, not all movement skills!

    avoiding the burst skill might not be possible for all classes. I'd say an equally skilled warrior should definitely find a way to hit you with one at some point. so that should not be a reason for the lack of counterplay to tether

    At some point you should expect your opponent to actually land a hit of some sort. Pardon if I have interpreted this incorrectly, but you SHOULD have to deal with your opponent's class mechanics and how well they mesh (or don't mesh) with your own. It...seems like you're expecting to go the entire time without taking a hit from FC? Which is a bit unreasonable, I think.

    On my necro, I definitely expect to get hit with it at some point, so I save a cooldown for it. That's not unbalanced.

    There is counterplay. You can leave, proc the tether and break the CC (or kite and ensure it's broken in a way that the warr can't follow up on), or not break it and you've...saved a stunbreak or something, but the warr gets might. It is totally feasible to reserve a skill, dodge, etc for FC as well.

    Really, I still have beef with rampage, but that's about it. Now, rampage COMBINED with FC could be an issue, because they gain a massive chunk of health, dmg reduction, stab, might (and thus health and end), but that's still more a rampage problem, not a tether/FC problem.

    Yes, but the fact that it's not LOS and that it continues even after spellbreaker is downed make it broken. That needs to be fixed.

  • Curennos.9307Curennos.9307 Member ✭✭✭
    edited October 3, 2019

    @memausz.7264 said:

    @Curennos.9307 said:

    @DEATHsCLAW.1978 said:

    @Psycoprophet.8107 said:

    @DEATHsCLAW.1978 said:
    just make any teleport break the tether and keep the rest as it is

    so you can actually disengage with certain abilities as a counter play

    Or u could just avoid being hit by the burst skill in any number of ways. I'd call that tons of counterplay. If u could use tele or movement skills to get away that would defeat the purpose and if u already can it should be changed so u cant.

    only teleports should break tether, not all movement skills!

    avoiding the burst skill might not be possible for all classes. I'd say an equally skilled warrior should definitely find a way to hit you with one at some point. so that should not be a reason for the lack of counterplay to tether

    At some point you should expect your opponent to actually land a hit of some sort. Pardon if I have interpreted this incorrectly, but you SHOULD have to deal with your opponent's class mechanics and how well they mesh (or don't mesh) with your own. It...seems like you're expecting to go the entire time without taking a hit from FC? Which is a bit unreasonable, I think.

    On my necro, I definitely expect to get hit with it at some point, so I save a cooldown for it. That's not unbalanced.

    There is counterplay. You can leave, proc the tether and break the CC (or kite and ensure it's broken in a way that the warr can't follow up on), or not break it and you've...saved a stunbreak or something, but the warr gets might. It is totally feasible to reserve a skill, dodge, etc for FC as well.

    Really, I still have beef with rampage, but that's about it. Now, rampage COMBINED with FC could be an issue, because they gain a massive chunk of health, dmg reduction, stab, might (and thus health and end), but that's still more a rampage problem, not a tether/FC problem.

    Yes, but the fact that it's not LOS and that it continues even after spellbreaker is downed make it broken. That needs to be fixed.

    It probably shouldn't continue even after the spellbreaker is downed, but then again might -> endurance and the relatively measly bit of health benefit rounds down to zero. I am all for it, but they could 'fix' this and I don't imagine anything would change.

    It doesn't need to break on LoS because you can just find LoS, go far enough to break the tether, and boom you're free of it. You can still teleport behind los, break it, then come back. Warr isn't really fast enough to follow teleports. On theo ther hand, making it break on any LoS would be horrendous in places where there's massive amounts of easy LoS (remember what they did to coli? You're practically assaulted by LoS options - just look at those pillars in mid. You wouldn't even really have to worry about FC anymore cuz you could just duck behind one of those and bam - way too easy). At most, they could shave a bit off the range. And to be quite honest I never really understood why there was a 10% extra dmg to tethered target taped onto the trait, you're already getting full or near full might, so that is also a feasible option.

    But c'mon. There's counterplay, and then there's being able to so easily avoid a mechanic it might as well not exist.

  • Stand The Wall.6987Stand The Wall.6987 Member ✭✭✭✭

    reduce duration and range by half and call it a day.

    Te lazla otstra.

  • praqtos.9035praqtos.9035 Member ✭✭✭✭
    edited October 3, 2019

    @Stand The Wall.6987 said:
    reduce duration and range by half and call it a day.

    Reduce might gain or better entirely delete it and call it a day, its alrdy overloaded as heck with low cd

  • Fueki.4753Fueki.4753 Member ✭✭✭

    @praqtos.9035 said:
    or better entirely delete it and call it a day, its alrdy overloaded as heck with low cd

    And delete all escape tools from classes, especially Thief and Mesmer along with them.
    Both classes are overloaded with escaping melee range.

    Warrior NEEDS powerful tools to keep enemies in range, since it's non-melee weapons are unviable.

  • praqtos.9035praqtos.9035 Member ✭✭✭✭
    edited October 3, 2019

    @Fueki.4753 said:

    @praqtos.9035 said:
    or better entirely delete it and call it a day, its alrdy overloaded as heck with low cd

    And delete all escape tools from classes, especially Thief and Mesmer along with them.
    Both classes are overloaded with escaping melee range.

    Escaping melee...range ? Big thonk.
    Lets pretend I understood you : gib both classes decent stab access, passive sustain, high armor, more hp to the thief and we might have a deal :)

    Warrior NEEDS powerful tools to keep enemies in range, since it's non-melee weapons are unviable.

    Core or berserker doesnt have magebane tether, according to you magebane might as well NEEDS to be baseline,because WARRIOR NEEDS it !
    Wait, you misunderstood me and cut the first part of my post o_O

  • MyPuppy.8970MyPuppy.8970 Member ✭✭✭✭
    edited October 3, 2019

    @Fueki.4753 said:

    @praqtos.9035 said:
    or better entirely delete it and call it a day, its alrdy overloaded as heck with low cd

    And delete all escape tools from classes, especially Thief and Mesmer along with them.
    Both classes are overloaded with escaping melee range.

    Warrior NEEDS powerful tools to keep enemies in range, since it's non-melee weapons are unviable.

    I agree with the utility aspect, but does it have to be overloaded with might, reveal, pull, unblockable, damage increase, for a duration of 8s on 12s cd? I mean, might generation have been removed from some classes for way less than that.

    Edit: also classes with teleports don't have high vit/toughness to begin with.

  • praqtos.9035praqtos.9035 Member ✭✭✭✭
    edited October 3, 2019

    @MyPuppy.8970 said:

    @Fueki.4753 said:

    @praqtos.9035 said:
    or better entirely delete it and call it a day, its alrdy overloaded as heck with low cd

    And delete all escape tools from classes, especially Thief and Mesmer along with them.
    Both classes are overloaded with escaping melee range.

    Warrior NEEDS powerful tools to keep enemies in range, since it's non-melee weapons are unviable.

    I agree with the utility aspect, but does it have to be overloaded with might, reveal, pull, unblockable, damage increase, for a duration of 8s on 12s cd? I mean, might generation have been removed from some classes for way less than that.

    Edit: also classes with teleports don't have high vit/toughness to begin with.

    This dude thought I want to delete the magebane tether itself, but I meant might... he cut first part of my post. And thats what I meant, its overloaded

    might, reveal, pull, unblockable, damage increase, for a duration of 8s on 12s cd

    Its cooldown starts when you proc tether, so next tether is avail in 4s (assuming its expired without breaking of course)

  • Psycoprophet.8107Psycoprophet.8107 Member ✭✭✭✭

    Omg now mega bane tether is a problem ?Haha.

  • As long as it comes with a buff in some other area then that's fine. Right now magebane with might makes right is single handedly keeping warrior from being unplayable.

  • Stand The Wall.6987Stand The Wall.6987 Member ✭✭✭✭

    @ButterPeanut.9746 said:
    Right now magebane with might makes right is single handedly keeping warrior from being unplayable.

    thats a laugh

    Te lazla otstra.

  • @Stand The Wall.6987 said:

    @ButterPeanut.9746 said:
    Right now magebane with might makes right is single handedly keeping warrior from being unplayable.

    thats a laugh

    Try taking MMR off and see how that goes :) I guess I should have added rampage to that list as well, but that's a whole different topic.

  • Psycoprophet.8107Psycoprophet.8107 Member ✭✭✭✭

    Really scraping the bottom of the nerf this whine barrel when magebane is the complaint lol

  • Somethings can be fixed After I downed and finished SB i was still tethered. I moved away and instead of pulling me back, it launched me so far into the air I could see queensdale from the forest of Nihel...I plummeted to my death.

  • Fueki.4753Fueki.4753 Member ✭✭✭

    @Damocles.4908 said:
    Somethings can be fixed After I downed and finished SB i was still tethered. I moved away and instead of pulling me back, it launched me so far into the air I could see queensdale from the forest of Nihel...I plummeted to my death.

    I'd rather they make sure that gets added to Spellbreaker as a feature.

  • Swagg.9236Swagg.9236 Member ✭✭✭✭
    edited October 4, 2019

    Magebane Tether should have just been a skill with a 3/4s cast time or something. It's way more interesting than what are basically just the "Shouts" that show up in the Spellbreaker utility bar anyway. Then again, making arbitrary passive triggers so game-defining is a hallmark of GW2 combat, and also why it's a huge joke.

  • MyPuppy.8970MyPuppy.8970 Member ✭✭✭✭

    @Damocles.4908 said:
    Somethings can be fixed After I downed and finished SB i was still tethered. I moved away and instead of pulling me back, it launched me so far into the air I could see queensdale from the forest of Nihel...I plummeted to my death.

    Oh it happened to me too against a DH on Khylo. Luckily I had the fall damage trait. I flew higher than the original clocktower. I've been missing that view.

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