Gap closers and conditions

Gap closers and conditions

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Posted by: Ravenmoon.5318

Ravenmoon.5318

Something really bothers me for awhile now, and I’m not sure if it is like that since launch, but, what do you guys think on chilled,crippled lowering your gap closer’s range, unless its teleport/blink type skill. I personally think it is a huge disadvantage, I’m already with lowered speed. And since I have no way of “resisting” such an attack, unless I use a condition removal, which of course has quite the higher cooldown I’m bound limping to my enemy who runs far away and I can’t even try to close the gap because the range of the leap, charge skills is AT LEAST halved ._.

Cripple/Chill should not be OSHICRAP button in pvp. What do you guys think about that. Do you agree with ANet’s implementation. In my opinion speed shouldn’t add up to the leap/charge’s range, one should have a fixed range, regardless of speed. The description tooltip says 600 range, so I want my 600 range kitten it :U

/discuss

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Posted by: ProxyDamage.9826

ProxyDamage.9826

I have no way of “resisting” such an attack, unless I use a condition removal…

no way of “resisting” […]unless I use

no way […] unless

I must be getting old… Back in my day, when people said they had no way of doing something they meant no way of doing it.

“I can’t do anything about conditions except remove them” does sound a little… divorced from reality, doesn’t it?

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Posted by: SteepledHat.1345

SteepledHat.1345

How about how chilled lowers every class’s cooldown regen rate but thieves don’t have cooldowns they have initiative only.

Does chill reduce a thief’s initiative regen?

Of course not.

“Failure to remain calm is the sign of a weak mind.”

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Posted by: Ravenmoon.5318

Ravenmoon.5318

I have no way of “resisting” such an attack, unless I use a condition removal…

no way of “resisting” […]unless I use

no way […] unless

I must be getting old… Back in my day, when people said they had no way of doing something they meant no way of doing it.

“I can’t do anything about conditions except remove them” does sound a little… divorced from reality, doesn’t it?

Yet, condition removal is not exactly a resist, is it genius. Plus as I stated condition removals have huge reuse time compared to the reuse timers of cripple/chill on most classes so yeah its not really a solution.

You must be american

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Posted by: ProxyDamage.9826

ProxyDamage.9826

Yet, condition removal is not exactly a resist, is it genius. Plus as I stated condition removals have huge reuse time compared to the reuse timers of cripple/chill on most classes so yeah its not really a solution.

You must be american

Like blocking/healing has a lot of cooldown compared to dealing damage? I wonder why…

PS: Nop, not American. Not by an entire ocean. Just something else for you to be wrong about. You seem to be good at that.

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Posted by: Psybunny.8906

Psybunny.8906

Gimme fixed range on gapclosers and working pathing, then I’m happy. Getting the range cut both when chilled/crippled or even when I’m under quickness makes me a sad panda.

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Posted by: Neurochazm.5370

Neurochazm.5370

Cripple / chill reducing a gap closers range makes perfect sense. If you are crippled or slowed you shouldn’t be able to leap the same distance.
If you could it would make any Cripple / Chill spells useless because your closer will have cooled down by the time your adversary got away from you.

I believe in a long, prolonged, derangement of the senses in order to obtain the unknown.

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Posted by: Ravenmoon.5318

Ravenmoon.5318

Yet, condition removal is not exactly a resist, is it genius. Plus as I stated condition removals have huge reuse time compared to the reuse timers of cripple/chill on most classes so yeah its not really a solution.

You must be american

Like blocking/healing has a lot of cooldown compared to dealing damage? I wonder why…

PS: Nop, not American. Not by an entire ocean. Just something else for you to be wrong about. You seem to be good at that.

I fail to see your point beside the obvious troll.

Cripple / chill reducing a gap closers range makes perfect sense. If you are crippled or slowed you shouldn’t be able to leap the same distance.
If you could it would make any Cripple / Chill spells useless because your closer will have cooled down by the time your adversary got away from you.

Um … my point is that, some classes (e.g. guardian, mesmer) can “blink” within 1200 range, which yes can be used as a) gap closer or b) to run away/break stun, still fact remains, the range of those is untouched.
See thing is, the cripple guy would STILL get caught.
And I strongly disagree that the cooldown will be off by the time your adversary goes away from you. Cripple is pretty bad, Chilled even worse, I’ll use my gap closers to reach in 1 go and i’ll win what … 2-3 hits? Then i’ll be at least 30 seconds (i dont know any gap closer with less reuse) in cooldown, with 50% decreased speed. Every class has some form of swiftness, the crippling guy is not the obvious victim. While they can easily just circle around in ~600 range, because nothing can close that gap within that range. IMO cripple/chilled should be used to prevent YOUR enemy from running away, not preventing them to come closer.

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Posted by: Sylosi.6503

Sylosi.6503

Cripple/Chill should not be OSHICRAP button in pvp.

In some MMOs yes (other than a CC type class), but in a game like GW2 no, classes have far too many gap closers / ranged CC / pulls, plus the ability to switch to a ranged weapon.

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Posted by: Ravenmoon.5318

Ravenmoon.5318

Cripple/Chill should not be OSHICRAP button in pvp.

In some MMOs yes (other than a CC type class), but in a game like GW2 no, classes have far too many gap closers / ranged CC / pulls, plus the ability to switch to a ranged weapon.

I’d be fine with that actually, if the cripple skills had lower range. It’s just wrong to shoot me with cripple from 900 range and own me from distance and me being unable to reach with gap closers.

Technically I don’t have problem with gap closer range change, which IMO is wrong, since I roll a guardian and I just blink to whoever I want and pull them to me, not to mention the conditions removal I have but still, other professions are at disadvantage here. 1 cripple in wvw and you are as good as dead if you don’t have condition removal. Or if you chase some troll, he can always go away and come back, just to annoy you. Countless of thieves have done that with bow. Hiding like a rat behind environment is just wrong in my eyes.

This change cripples the dynamic combat in my eyes. kitten I can leap out of immobilize with regular 600 range, and you think it’s wrong to leap with full range after slow o.o"
Carebear much?

EDIT: Basically if you have real problem with me catching up, dodge me! That is why we have dodge right. Stack up some Vigor for faster regen.

(edited by Ravenmoon.5318)

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Posted by: HannaDeFreitas.4236

HannaDeFreitas.4236

Most classes have side ways of removing cripples/conditions.
For instance Warriors have Mobile Strikes that remove immob when using a mobile skill or Resto Strength that remove slowdowns on healing.

If you state your class we will explain you how that class removes conditions.

Gap closers and conditions

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Posted by: Ravenmoon.5318

Ravenmoon.5318

Most classes have side ways of removing cripples/conditions.
For instance Warriors have Mobile Strikes that remove immob when using a mobile skill or Resto Strength that remove slowdowns on healing.

If you state your class we will explain you how that class removes conditions.

I stated my class. There is also a food that removes your condition when you use a heal skill. But that is not the point. Limitting leap/charge range upon cripple is wrong. The least the tooltip doesn’t tell you that. And it’s hillarious when you have cripple and chill at the same time, your leap range is less than your dodge, so you would rather dodge than using the gap closer. Tell me how this is right and how it makes sense

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Posted by: Emanuel.9781

Emanuel.9781

pity post .

Rezardi [DnT] – Elite Playhowiwanter US
NemesisMMNecro [rT] – Trans-Transsylvanian RPer EU

Gap closers and conditions

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Posted by: Atherakhia.4086

Atherakhia.4086

I don’t care so long as they are consistent across the board.

Swoop, Ride the Lightning, and Rush are all the same effective spell. Move 1200 yards, deal damage when you hit the end. Rush has a longer cooldown. You could technically throw Bull’s Charge into this as well even though it’s a longer cooldown, shorter range, and a knock back.

However, only Rush (and Bull’s Charge) is impacted by movement impairing effects. If all the spells do the same thing, why aren’t they all working the same?

Personally, I’d prefer they all work the same as RTL and Swoop where you can use these spells effectively as gap closers or disengages. But above all else, they should at least be consistent across the board.

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Posted by: Ravenmoon.5318

Ravenmoon.5318

I don’t care so long as they are consistent across the board.

Swoop, Ride the Lightning, and Rush are all the same effective spell. Move 1200 yards, deal damage when you hit the end. Rush has a longer cooldown. You could technically throw Bull’s Charge into this as well even though it’s a longer cooldown, shorter range, and a knock back.

However, only Rush (and Bull’s Charge) is impacted by movement impairing effects. If all the spells do the same thing, why aren’t they all working the same?

Personally, I’d prefer they all work the same as RTL and Swoop where you can use these spells effectively as gap closers or disengages. But above all else, they should at least be consistent across the board.

Finally some logic and less elitist behaviour

EDIT: Something more to add, if you guys think that having cripple is okay to lower range, that means speed goes into the range formula. Well how about a character with swiftness pulling 1600 range charge, or leap. That would be fair I guess

(edited by Ravenmoon.5318)

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Posted by: Sylosi.6503

Sylosi.6503

Tell me how this is right and how it makes sense

How would it make sense that if you are limping along crippled that you can suddenly leap just as far or run just as fast, as you could when not crippled?

(edited by Sylosi.6503)

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Posted by: infrequentia.3465

infrequentia.3465

I don’t care so long as they are consistent across the board.

Swoop, Ride the Lightning, and Rush are all the same effective spell. Move 1200 yards, deal damage when you hit the end. Rush has a longer cooldown. You could technically throw Bull’s Charge into this as well even though it’s a longer cooldown, shorter range, and a knock back.

However, only Rush (and Bull’s Charge) is impacted by movement impairing effects. If all the spells do the same thing, why aren’t they all working the same?

Personally, I’d prefer they all work the same as RTL and Swoop where you can use these spells effectively as gap closers or disengages. But above all else, they should at least be consistent across the board.

the animation of the skills tell alot about them
rush/bulls charge is you RUNNING to the enemy hence cripple and chill should rightfully lower that as you can’t RUN anymore
ride the lightning changes you in electricty
i have to see a cripple in electricty >>
swoop is you being lifted by WINGS.
i have yet to see cripple ( being unabled to walk ) affect WINGS

“If at first you don’t succeed, destroy all the evidence that you tried.”

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Posted by: Ravenmoon.5318

Ravenmoon.5318

Okay lets accept your argument that speed defines range, how about someone reaching you from 1600-1800 range just because he has swiftness and is not crippled yet

PS: I wonder how many of you are active elementalists, necromancers

(edited by Ravenmoon.5318)

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Posted by: HannaDeFreitas.4236

HannaDeFreitas.4236

I stated my class. There is also a food that removes your condition when you use a heal skill. But that is not the point. Limitting leap/charge range upon cripple is wrong. The least the tooltip doesn’t tell you that. And it’s hillarious when you have cripple and chill at the same time, your leap range is less than your dodge, so you would rather dodge than using the gap closer. Tell me how this is right and how it makes sense

I can’t see your class stated anywhere but I’ll assume you’re a Warrior since you talk about leap/charge (or a melee ranger perhaps?).
Well, on Warrior it’s pretty easy to counter that; switch to sword/warhorn set, blow horn that removes cripple/chill and then leap at full speed.
That doesn’t change the fact that having a WHOLE secondary set just for removal of slowdowns is quite a design flaw.

According to Anet, Cripple/Chill are considered Control skills, and therefore Stability should prevent them as its whole point is negating all control effects.

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Posted by: wintermute.4096

wintermute.4096

the animation of the skills tell alot about them
rush/bulls charge is you RUNNING to the enemy hence cripple and chill should rightfully lower that as you can’t RUN anymore
ride the lightning changes you in electricty
i have to see a cripple in electricty >>
swoop is you being lifted by WINGS.
i have yet to see cripple ( being unabled to walk ) affect WINGS

Well, to be fair, animations and game mechanics should be kept seperate entirely, and the inconsistency in charge skills is most likely just due to lazy implementation on the dev’s part.
That being said, I don’t think it’s one of the more terrible issues the game has with balancing, just a minor flaw among others, and eles are already on their radar. At this point, they should probably consider themselves lucky if they don’t get the GET DOWN treatment rangers got in late beta. Then again, they might just pull another smiter’s boon on them.

(edited by wintermute.4096)

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Posted by: Ravenmoon.5318

Ravenmoon.5318

@Hanna I said countless of times that my main is a guardian with condition removal and judge’s intervention, and greatsword :U

Gap closers and conditions

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Posted by: Atherakhia.4086

Atherakhia.4086

I don’t care so long as they are consistent across the board.

Swoop, Ride the Lightning, and Rush are all the same effective spell. Move 1200 yards, deal damage when you hit the end. Rush has a longer cooldown. You could technically throw Bull’s Charge into this as well even though it’s a longer cooldown, shorter range, and a knock back.

However, only Rush (and Bull’s Charge) is impacted by movement impairing effects. If all the spells do the same thing, why aren’t they all working the same?

Personally, I’d prefer they all work the same as RTL and Swoop where you can use these spells effectively as gap closers or disengages. But above all else, they should at least be consistent across the board.

the animation of the skills tell alot about them
rush/bulls charge is you RUNNING to the enemy hence cripple and chill should rightfully lower that as you can’t RUN anymore
ride the lightning changes you in electricty
i have to see a cripple in electricty >>
swoop is you being lifted by WINGS.
i have yet to see cripple ( being unabled to walk ) affect WINGS

Please say you’re joking…

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Posted by: SneakyErvin.3056

SneakyErvin.3056

@OP: Blinks and teleports arent movement skills, so should really not be effected by chilled or crippled (well maybe brain freeze from chilled so you cant focus the full distance?)

And if you do find yourself chilled or crippled at a distance of 900 yards, pull out your boomstick and blast their face. All classes have very viable ranged weapons, use them and stop complaining.

So there you have the way of dealing with chilled and cripple without wasting cleanse… you could also dodge or block and waste their CD.

Let Valkyries guide me to my destiny.

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Posted by: Ravenmoon.5318

Ravenmoon.5318

@OP: Blinks and teleports arent movement skills, so should really not be effected by chilled or crippled (well maybe brain freeze from chilled so you cant focus the full distance?)

And if you do find yourself chilled or crippled at a distance of 900 yards, pull out your boomstick and blast their face. All classes have very viable ranged weapons, use them and stop complaining.

So there you have the way of dealing with chilled and cripple without wasting cleanse… you could also dodge or block and waste their CD.

You can’t really dodge mesmer’s bubbles that appear out of nowhere or necro’s signets. Or when was the last time you dodged a trap. It’s those little things.
About the ranged thing, have you seen how viable guardian’s ranged weapons are? I have better chances blinking to the enemy and use blinding blade and wait for him to waste his dodges so he doesn’t waste my pull

(edited by Ravenmoon.5318)