(edited by ChoChoBo.6503)
Should the change to DASH affect Fear?
Didn’t the Reaper reveal specifically call out that it was picking up chill effects so you could fear a target while easily keeping in melee with it?
It won’t have any effect on fear.
This applies to “leap” or “dash” skills. That is, skills that have an animation which involve moving the character. Fearing someone just causes them to run normally, it doesn’t invoke a leap.
For more info on the things it applies to: http://wiki.guildwars2.com/wiki/Leap
Didn’t the Reaper reveal specifically call out that it was picking up chill effects so you could fear a target while easily keeping in melee with it?
It won’t have any effect on fear.
This applies to “leap” or “dash” skills. That is, skills that have an animation which involve moving the character. Fearing someone just causes them to run normally, it doesn’t invoke a leap.
For more info on the things it applies to: http://wiki.guildwars2.com/wiki/Leap
changed the topic to ‘should the change to dash affect fear’
Didn’t the Reaper reveal specifically call out that it was picking up chill effects so you could fear a target while easily keeping in melee with it?
changed the topic to ‘should the change to dash affect fear’
So are you now asking if the change affects fear, or if the change should or shouldn’t have any effect on fear?
In any case, my response in both situations will be “no”.
Didn’t the Reaper reveal specifically call out that it was picking up chill effects so you could fear a target while easily keeping in melee with it?
changed the topic to ‘should the change to dash affect fear’
So are you now asking if the change affects fear, or if the change should or shouldn’t affect fear?
In any case, my response in both situations will be “no”.
I’m asking if it should or not affect fear.
Why not? What makes a leaping skill (movement skill) different from a movement/control skill like fear or taunt?
Do we just call it magic and be done? I just can’t comprehend it, do you know why they’re changing how movement conditions affect leaps? Because I don’t.
Their justification for why they’re changing how move speed affects leaps is twofold. First, they don’t want certain leap effects to become extra powerful when move speed bonuses are used (i.e. super speed → rocket boots combo). Second, they don’t want certain leap skills to have their mobility portion effectively nullified by a single condition (i.e. HS’ing thief can’t get to their target at all)… at least I think that’s what they’re going with.
Whether or not you agree with that sort of justification is up to you.
As to what makes a leaping skill different from a movement controlling skill like fear or taunt, there’s a few things.
First, each type of skill is applied by a different player. The leaping skills will generally be applied by the person performing the leap, whereas the movement controlling skill will be applied by the person attacking the person performing the leap.
Second, leap skills perform a canned animation that causes some kind of specific movement in a direction. For instance, savage leap launches the warrior forward a set distance, acid bomb launches the engineer back a set distance, &c. Fear and taunt simply cause a character to move towards or away from their target, they don’t invoke any sort of animation sequence in the feared/taunted character.
There’s some other differences too, but those are probably the most notable.
In any case, fearing and taunting is, IMO, more about causing the person to lose control of their character rather than actually moving them around. While you can use fear and taunt to push or pull a character around, there are situations you may not want to do so. For instance, a necromancer can use fear in conjunction with cripple or chill to force an opponent to stay stuck in their wells. If the player always started running away at full speed, they could easily run outside of the wells, which would possibly be less advantageous to the necromancer.
In the case of taunt, you can use it in conjunction with cripple and chill to control the opponent, but not let them get close enough to hit you with their auto-attacks. Making it a movement ignoring state would allow them to get next to you very easily, which might not be preferable for you in the post-taunt situation.
It’s already possible to utilize fear (and taunt, technically speaking) without applying cripple or chill to receive the desired push/pull effect, if that’s what you’re going for. But making it so that chill and cripple no longer have effects on fear or taunt would make it worse for people who want to use that primarily as a control tool and don’t want their opponents to go speeding off in a particular direction.
Didn’t the Reaper reveal specifically call out that it was picking up chill effects so you could fear a target while easily keeping in melee with it?
changed the topic to ‘should the change to dash affect fear’
So are you now asking if the change affects fear, or if the change should or shouldn’t affect fear?
In any case, my response in both situations will be “no”.
I’m asking if it should or not affect fear.
Why not? What makes a leaping skill (movement skill) different from a movement/control skill like fear or taunt?
Do we just call it magic and be done? I just can’t comprehend it, do you know why they’re changing how movement conditions affect leaps? Because I don’t.
Okay, so the reason this was applied was to buff disengage and nerf dashing around far to fast. Way to fast. Disengage options for some classes are scarce, and they need their leaps to work Greatsword Guardian or they have literally nothing. Ele’s with their fgs already dash really far with it, the buffs makes it go WAY to far. So then we have what you call fear. Fear is a condition, fear is SUPPOSED to hurt you in someway. Swiftness is counterplay because it can help you escape while feared. Chill/Cripple is smart casting before applying the fear if you want them to stay close, in the Reapers case being melee they do want that. Note doing the changes you want will hurt the Reaper so bad the necro will be stuck being arguably the worse class still
So in all, the dash changes are buff to classes with barely any disengages as is, helps classes with decent engage already but oh well, classes with decent disengage already were probably going to disengage successfully anyway.Thief, Mesmer, Ranger stealth options for example and classes who could exploit the range can’t any more. Ranger with GS, Ele with FGS Fear will be a condition, like it’s supposed to, hurting the enemy. Buffs help counter the condition, and conditions work well with other conditions.
I’d also like to point out a condition is VERY different from leaps and dashes, different mechanics entirely.
Main Mesmer PVE, Necro and Engineer PVP