Gap closers and conditions
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?
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.
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
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.
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.
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.
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.
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.
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)
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.
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
pity post .
NemesisMMNecro [rT] – Trans-Transsylvanian RPer EU
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.
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)
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)
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
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)
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.
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)
@Hanna I said countless of times that my main is a guardian with condition removal and judge’s intervention, and greatsword :U
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…
@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.
@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)