Counters should counter
What are “counter skills” and “counter hits?”
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What are “counter skills” and “counter hits?”
Only one I’m familiar with is Ranger Greatsword 4
Sounds like skills like Warrior’s Counterblow, Guard’s Protector’s strike, or Ranger’s Counterattack. I’m assuming the OP is talking about Counterattack with the mention of cc, though.
yes I’m talking about those skills
Ranger greatsword #4, Counterattack
Warrior Mace #2, Counterblow
Warrior Sword #5, Riposte
Daredevil’s Bandit Defense
Engineer’s Static Shield (though not a dmging counter, should interrupt skills imo)
Mesmer Scepter #2, Illusionary counter
Mesmer sword #4, Illusionary Riposte
Though like normal counters, the interrupt should happen only if in melee range, otherwise carry on as a block as normal. I mention this because Mesmer has a 900 range on their counters.
So to specify I am talking about interrupting melee range skills here.
Adding to my previous list of interruptable skills, things like Surge of the mist as well from Revenant.
Though Bandit’s defense is currently not a direct counter, it used to be so, but it’s success was so so, and changed to it’s current form. I think changes to these counter skills would make things useful and interesting. The counter would continue to provide defense and the attacks granted by it wouldn’t go to waste vs other attacks that make it void like any ongoing melee cc or evading attacks.
(edited by Aveigel.2601)
yes the reason I mentionned a “cc” in there is to represent the effect of breaking an attack with the counter.
What use are the skills as they are when the counter effect triggered is lost to an evading attack and it’S blocking effect (while waiting to trigger the counter) is also lost…pretty underwhelming.
I’m forgetting that some skills are built in with a strong “cc” but some aren’t, while the “cc” aspect might not be the optimal solution, what I really would like to see is for those skills to be effective when triggered, wether it be from an evading attack or a regular one.
Playtesting different variations would give a better feel for the desired effect.
(edited by Aveigel.2601)
I remember when Bandit’s Defense kicked automatically, and it was horrible. You used it as a stunbreak/block, and you got locked into an animation that left you vulnerable. I would support a change to these skills to make them open a flip skill when hit. However, I think providing a continuous block would be a bit much for some of these skills. Perhaps a single block, the action stops, and you have the counter skill available to use.
well they aleady work like that versus long range attacks, I’m not proposing any changes on that part there. The counters are launched if an enemy is within range. The part I dislike is when you launch that counter but it falls in the void of an attack chain.
Also I don’t think a counter should hit when triggered by any kind of trap..I mean you can totally have no target to hit and lose the block it was providing…Happened to me on a laid DH trap…no one was around. Was hoping I could block more than 1 hit maybe…was puzzled why the character launched an attack @ nothing.
A lot of these counter skills work differently, so probably couldn’t apply your idea to all of them. But something like Illusionary Riposte could certainly benefit from an immediate daze upon blocking an attack. It would certainly add well needed survivability and control to a Mesmer using off-hand sword.
Also, it’s worth considering the value of countering the counter-attack itself. Seeing a Mes use Illusionary Counter whilst you attack and choosing to dodge the powerful counter-attack is quite rewarding. I wouldn’t necessarily like to see that removed.
I agree, the retaliation(not the boon) from the counter is usually pretty strong, but rarely punishing enough. It feels to easy to proc it, then avoid it.
“Maybe I was the illusion all along!”