AOE chain pulling, there needs to be a limit.

AOE chain pulling, there needs to be a limit.

in Suggestions

Posted by: Ralathar.7236

Ralathar.7236

It’s becoming more and more popular for people to run alot of AOE pulling one after another. While certainly effective this is neither balanced nor fun. You can fix this easily with one change.

The change: You get a short immunity after being pulled, say 6 seconds.

Let me illustrate my issue. In a single perhaps 45 second long battle today I was pulled about 12 times. Many of these were back to back to back pulls. This becomes AOE CC for 6-10 seconds that ALSO gathers people for AOE nukedown.

Rashanala – 80 Elementalist
Ehmry Bay – Legion of the Iron Hawk [Hawk]

AOE chain pulling, there needs to be a limit.

in Suggestions

Posted by: wads.5730

wads.5730

skill stability or just dodge roll, you can see when they’re going to pull since they have to put it on the ground first., plus if they’re organized enough to pull it off, then more power to them. mind you temporal curtain has a 25s cooldown.

AOE chain pulling, there needs to be a limit.

in Suggestions

Posted by: Ralathar.7236

Ralathar.7236

skill stability or just dodge roll, you can see when they’re going to pull since they have to put it on the ground first., plus if they’re organized enough to pull it off, then more power to them. mind you temporal curtain has a 25s cooldown.

In WvW many times it doesn’t even render by the time you get pulled. Also how many people need to run stability to counter a single tactic from being spammed? Isn’t that a definitive sign that tactic is a bit too powerful?

Rashanala – 80 Elementalist
Ehmry Bay – Legion of the Iron Hawk [Hawk]

AOE chain pulling, there needs to be a limit.

in Suggestions

Posted by: wads.5730

wads.5730

skill stability or just dodge roll, you can see when they’re going to pull since they have to put it on the ground first., plus if they’re organized enough to pull it off, then more power to them. mind you temporal curtain has a 25s cooldown.

In WvW many times it doesn’t even render by the time you get pulled. Also how many people need to run stability to counter a single tactic from being spammed? Isn’t that a definitive sign that tactic is a bit too powerful?

same line of logic can be applied to every single skill in the game. why should i have to skill condition removal just to counter people autoattacking me and stacking 10 stacks of bleed on me?

point is, if you find yourself dying to getting ‘chain pulled’ alot, then use your skills to counter it. you have the choice.

plus you make it seem like skilling some kind of stability is bad. stability is one of the more useful boons in the game. not to mention granting guaranteed stomp for most classes.

AOE chain pulling, there needs to be a limit.

in Suggestions

Posted by: Ralathar.7236

Ralathar.7236

I thought much the same thing too until alot more people started using it. You should not be required to run stability simply to prevent chain AOE pulling. There is a difference between tactics, counters, and imbalance.

Imbalanced things can frequently have some sort of counter. But it can poison the game play or still have far too much of an impact on the game regardless. Or the counter might be unreliable or on long down times with short up times.

Rashanala – 80 Elementalist
Ehmry Bay – Legion of the Iron Hawk [Hawk]