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Time For Blanket Nerf - Make ALL Targeted Blinks Fail Out of Range


Ruufio.1496

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You did this for Daredevil's Swipe. You did this for Elementalist's Ride the Lightning. You adjusted other teleports as well like Spectral Walk double cast to avoid fall damage.

 

Remember why you made those nerfs?

 

Time to make ALL targeted blinks not work if the target is out of range. This will be incredibly healthy for the game. The premise of these abilities is - for the most part - to keep your opponent in combat and chase him down. NOT to teleport across the map and look like you are teleport hacking by selecting any different random target, blinking to it to disengage, and then reengaging a few seconds later.

 

Obviously the main offender here is Willbender but also a lot of core guardian abilities in general.

I'm not sure if I'd "nerf" willbender in any way other than this for now TBH.

 

Every targeted blink should "fail" (not work) if the target is out of range of the ability. There is literally a little red indicator that shows if the target is in range or not. If players can't adjust to a 10 year old mechanic then that's a L2P issue. This will reduce the spamming of teleporting all over the place. The blinks should all work like the Daredevil's Swipe.

 

I'd also almost want to even cause the blinks to all go on a 3s cooldown if you fail as punishment because like I said - there's a red indicator that shows if you're in range or not. Make it so you can't just spam the ability until it works (*cough* stealth attacks *cough*).

 

Edited by Ruufio.1496
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16 hours ago, Ruufio.1496 said:

Time to make ALL targeted blinks not work if the target is out of range. This will be incredibly healthy for the game. The premise of these abilities is - for the most part - to keep your opponent in combat and chase him down. NOT to teleport across the map and look like you are teleport hacking by selecting any different random target, blinking to it to disengage, and then reengaging a few seconds later.

   This would make professions with long range attacks and mobility not based on selecting a target (as Rangers, Deadeyes, Mesmers and now also Harbingers) utterly unkillable. You won't be able to chase them across the map and their long reach skills will poke you to death with any chance to close the gap and get in to mele. It will be bad at PvP but utterly terrible in WvW, when there's no "control point" to force the enemy to engage at close range...

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On 5/15/2022 at 8:34 PM, Ruufio.1496 said:

Time to make ALL targeted blinks not work if the target is out of range. This will be incredibly healthy for the game. The premise of these abilities is - for the most part - to keep your opponent in combat and chase him down. NOT to teleport across the map and look like you are teleport hacking by selecting any different random target, blinking to it to disengage, and then reengaging a few seconds later.

It certainly would be - too - healthy for Thieves.

If Anet for some reason would implement anything like this you'd see a flood of complaints about Thief, Mesmer, maybe Ranger, since they'd be "too hard to catch".

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