Ovark.2514 Posted March 25 Share Posted March 25 It needs a 1/4s longer cast time to be dodgeable. 1 4 2 4 Link to comment Share on other sites More sharing options...
Lan Deathrider.5910 Posted March 25 Share Posted March 25 You got this nice orange cone indicating the bad thingy. 7 2 2 Link to comment Share on other sites More sharing options...
Ovark.2514 Posted March 25 Author Share Posted March 25 35 minutes ago, Lan Deathrider.5910 said: You got this nice orange cone indicating the bad thingy. Yep, for like 1/4s. That's not long enough to register that the thing is there and then to execute a dodge in time. The skill may take longer for the warrior to use but what is important is the length of time opponents have to react. 1 2 Link to comment Share on other sites More sharing options...
vilesoldier.9826 Posted March 25 Share Posted March 25 high ping gamer detected 🫵 Link to comment Share on other sites More sharing options...
Lan Deathrider.5910 Posted March 25 Share Posted March 25 57 minutes ago, Ovark.2514 said: Yep, for like 1/4s. That's not long enough to register that the thing is there and then to execute a dodge in time. The skill may take longer for the warrior to use but what is important is the length of time opponents have to react. 1/2s... 1 Link to comment Share on other sites More sharing options...
Azure The Heartless.3261 Posted March 25 Share Posted March 25 (edited) 1 hour ago, Ovark.2514 said: The skill may take longer for the warrior to use but what is important is the length of time opponents have to react. 100% the reason warrior is balanced like it is and why y'all will constantly get duelists instead of dps warriors that depend on landing decap/evisc/arcing to down you. Woe bunker be upon ye Edited March 25 by Azure The Heartless.3261 3 1 1 Link to comment Share on other sites More sharing options...
arazoth.7290 Posted March 25 Share Posted March 25 Use stabilty, stunbreak the moment you get pulled to avoid cc chain, los behind an object so it pulls against object, log out and dodge it 1 3 Link to comment Share on other sites More sharing options...
maxwelgm.4315 Posted March 25 Share Posted March 25 (edited) I mean, it is pretty fast but it sounds strange to complain about any 1/4 casting time skills when guardian Hammer 4/5 into Judge's Intervention and revenant phase traversal exists. EDIT: I stand corrected, thanks to the below posters. It's 1/2s so even slower than 1/4, infinitely slower than the instant casts WITH STUNBREAK as reminded by other folks 🙂 Edited March 25 by maxwelgm.4315 1 3 Link to comment Share on other sites More sharing options...
Lan Deathrider.5910 Posted March 25 Share Posted March 25 Snap Pull - Guild Wars 2 Wiki (GW2W) 👀 Where is the 1/4s cast time? 2 Link to comment Share on other sites More sharing options...
arazoth.7290 Posted March 25 Share Posted March 25 (edited) 29 minutes ago, maxwelgm.4315 said: I mean, it is pretty fast but it sounds strange to complain about any 1/4 casting time skills when guardian Hammer 4/5 into Judge's Intervention and revenant phase traversal exists Why are you comparing instant stunbreak teleport versus a high energy cost 0,5 second teleport? And how is this relates to staff 0,5 second pull cast(not 1/4sec)? Edited March 25 by arazoth.7290 1 1 Link to comment Share on other sites More sharing options...
Szymon.5369 Posted March 25 Share Posted March 25 35 minutes ago, maxwelgm.4315 said: I mean, it is pretty fast but it sounds strange to complain about any 1/4 casting time skills when guardian Hammer 4/5 into Judge's Intervention and revenant phase traversal exists Thief with instant daze on steal: nothing to see here, move along 👀 1 Link to comment Share on other sites More sharing options...
Zekent.3652 Posted March 25 Share Posted March 25 (edited) There are way more annoying CCs, instant dazes, and faster cast CCs, but a "1/4s" (1/2s) pull from warrior with an orange cone is the problem, forums logic lol. Edited March 25 by Zekent.3652 3 Link to comment Share on other sites More sharing options...
Lan Deathrider.5910 Posted March 25 Share Posted March 25 2 minutes ago, Zekent.3652 said: There are way more annoying CCs, instant dazes, and faster cast CCs, but a "1/4s" (1/2s) pull from warrior with an orange cone is the problem, forums logic lol. Failure to cope with warrior having a decent ranged CC is what is happening. 1 Link to comment Share on other sites More sharing options...
Zekent.3652 Posted March 25 Share Posted March 25 Just now, Lan Deathrider.5910 said: Failure to cope with warrior having a decent ranged CC is what is happening. God forbid a mostly melee designed class have pulls 🙏 1 Link to comment Share on other sites More sharing options...
Myror.7521 Posted March 25 Share Posted March 25 I feel like this forum don't want to learning how to play against something. So everytime a side node build becomes big and they can not clap it in around 3 seconds they calling it OP xD 7 Link to comment Share on other sites More sharing options...
Lan Deathrider.5910 Posted March 25 Share Posted March 25 43 minutes ago, Zekent.3652 said: God forbid a mostly melee designed class have pulls 🙏 Obviously toxic and must be nerfed. 1 Link to comment Share on other sites More sharing options...
arazoth.7290 Posted March 25 Share Posted March 25 I dodged that ability multipble times (not always but I have stability/stunbreak and sometimes caught though but that's okay). I mean there is enough oppurtunity to dodge/counter it in other ways, the point of a cc is still to work 1 Link to comment Share on other sites More sharing options...
Ovark.2514 Posted March 25 Author Share Posted March 25 2 hours ago, maxwelgm.4315 said: I mean, it is pretty fast but it sounds strange to complain about any 1/4 casting time skills when guardian Hammer 4/5 into Judge's Intervention and revenant phase traversal exists. EDIT: I stand corrected, thanks to the below posters. It's 1/2s so even slower than 1/4, infinitely slower than the instant casts WITH STUNBREAK as reminded by other folks 🙂 You can't take the ingame description as accurate. Signet of stamina used to have a tooltip that said it was 1/4s cast time when it was in fact 1/2s. They removed the tool tip for cast time thanks to my suggestion (maybe?) implying that it was insta-cast without actually removing the cast time. Also, pvp is less about numbers and more about what abilities actually feel like to play against. I play against staff wars, anticipating the pull and even though I'm fully prepared to dodge it when I see the telegraph, it's just too fast to dodge. Link to comment Share on other sites More sharing options...
Azure The Heartless.3261 Posted March 25 Share Posted March 25 (edited) 5 minutes ago, Ovark.2514 said: Also, pvp is less about numbers and more about what abilities actually feel like to play against. True, but if that were put into practice more often you wouldn't just be upset with snap pull. I am more interested with the notion that you seem to expect warrior to serve you attacks to dodge at a speed where it's embarrassing if you -don't- dodge them, when most other classes in the game -don't- do that (or can opt out of doing that). Edited March 25 by Azure The Heartless.3261 1 Link to comment Share on other sites More sharing options...
Ovark.2514 Posted March 25 Author Share Posted March 25 3 minutes ago, Azure The Heartless.3261 said: True, but if that were put into practice more often you wouldn't just be upset with snap pull. I am more interested with the notion that you seem to expect warrior to serve you attacks to dodge, when most other classes in the game -don't- do that. I believe all classes should only have abilities that are dodgeable. Doesn't matter how many times I post about it though. Devs don't care. It's just really noticeable when warrior gets skills that can't reasonably be avoided because it is outside the norm. Other classes always get a free pass. Also I care more about warrior because I play it the most in pvp. Link to comment Share on other sites More sharing options...
Azure The Heartless.3261 Posted March 25 Share Posted March 25 (edited) 7 minutes ago, Ovark.2514 said: I believe all classes should only have abilities that are dodgeable. Doesn't matter how many times I post about it though. Devs don't care. It's just really noticeable when warrior gets skills that can't reasonably be avoided because it is outside the norm. Other classes always get a free pass. Also I care more about warrior because I play it the most in pvp. It being outside the norm doesn't mean it's bad or needs adjustment. Consider why it's outside the norm. The norm is "your skills get evaded by anyone with a pulse." It's still a half second cast time with a big indicator that you can anticipate easier by looking at the warrior's animation before the ground indicator. 3/4 second would be as easy as dodging decapitate or earthshaker. Edited March 25 by Azure The Heartless.3261 Link to comment Share on other sites More sharing options...
Ovark.2514 Posted March 25 Author Share Posted March 25 3 minutes ago, Azure The Heartless.3261 said: It being outside the norm doesn't mean it's bad or needs adjustment. Consider why it's outside the norm. The norm is "your skills get evaded by anyone with a pulse." I think what many people forget when it comes to designing skills that can be dodgeable is that players only have 2 dodges. So it becomes less that the skill will never land as, is this a skill worth burning my dodge on. I think players should have that choice. Link to comment Share on other sites More sharing options...
Azure The Heartless.3261 Posted March 25 Share Posted March 25 (edited) 17 minutes ago, Ovark.2514 said: I think what many people forget when it comes to designing skills that can be dodgeable is that players only have 2 dodges. This isn't 2012, people don't only have two dodges. Most classes have skills that evade, AOE blinds, blocks, movement skills that put them out of range of melee, stability and all number of dodge facilitating mechanics from vigor to endurance regen to energy sigils. Quote So it becomes less that the skill will never land as, is this a skill worth burning my dodge on. I think players should have that choice. Elaborate. Is the argument for snap pull being as it is now "I want to be able to choose whether or not I burn my evade on this", or is this more a "players should be able to choose whether or not they dodge bursts across the board" angle? I hate both of those btw but explain. Maybe I am misunderstanding. Edited March 25 by Azure The Heartless.3261 Thought bubble: [Nobody chooses to go downstate willingly. Balancing Warrior such that losing to it or getting hit by skills you're not prepared for becomes a choice or matter of deliberation is -insane.- That is why warriors play duelists > power.] Link to comment Share on other sites More sharing options...
Ovark.2514 Posted March 25 Author Share Posted March 25 37 minutes ago, Azure The Heartless.3261 said: Is the argument for snap pull being as it is now "I want to be able to choose whether or not I burn my evade on this", or is this more a "players should be able to choose whether or not they dodge bursts across the board" angle? I hate both of those btw but explain. Maybe I am misunderstanding. I want to be able to choose to evade the CC. Mainly because 1 CC often becomes a CC chain, and by the end of it you're dead. If you eat the burst of someone, you might still be alive at the end, just low HP. I play a build which has no space for a stunbreak, so I literally can't afford to get hit with CC at all if it can become a CC chain. I'm not saying that the skill Snap Pull has to change SPECIFICALLY BECAUSE OF THE BUILD I PLAY. I do strongly believe in counterplay for all abilities. 1 1 Link to comment Share on other sites More sharing options...
arazoth.7290 Posted March 25 Share Posted March 25 28 minutes ago, Ovark.2514 said: I want to be able to choose to evade the CC. Mainly because 1 CC often becomes a CC chain, and by the end of it you're dead. If you eat the burst of someone, you might still be alive at the end, just low HP. I play a build which has no space for a stunbreak, so I literally can't afford to get hit with CC at all if it can become a CC chain. I'm not saying that the skill Snap Pull has to change SPECIFICALLY BECAUSE OF THE BUILD I PLAY. I do strongly believe in counterplay for all abilities. You have no stunbreak while you do pvp???? Do you have stability, block, invurnable to fill the no stunbreak??? If you have none of these above, then it's just a bad build and you're asking to be punished because you play that risky. Also the pull can be evaded, I have done it myself multiple times but also other times caught. But if caught, I still have stunbreak and stability, not even that much/long stability but enough 1 1 Link to comment Share on other sites More sharing options...
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