Counters should counter

Counters should counter

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Posted by: Aveigel.2601

Aveigel.2601

I feel disappointed whenever I use a skill that has a block/counter effect that the counter is wasted if it is used when the opponent is using a skill that evades.

I feel that the counter skills would be real nice if they actually interrupted every skill when triggered if within range (usually melee)

so that they would interrupt a whirling blade, a revenant unrelenting assault, en engi’s rocket charge, etc.

if not, well maybe make the game smart enough to continue the block until a hit is possible…but I feel it would be more exciting if you could land counters in this way.

So mechanically, I’d suggest counter hits would be unevadable and have 1/4s daze or stun to them. Would play the surprise part of the counter well.

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Posted by: Crinn.7864

Crinn.7864

What are “counter skills” and “counter hits?”

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Posted by: Razor.9872

Razor.9872

What are “counter skills” and “counter hits?”

Only one I’m familiar with is Ranger Greatsword 4

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Posted by: Moonsinn.5382

Moonsinn.5382

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.

Aethelweard Rex – Guard
Trist Lockwood – Thief
Aelius Swift – Warrior

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Posted by: Aveigel.2601

Aveigel.2601

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)

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Posted by: Aveigel.2601

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)

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Posted by: Moonsinn.5382

Moonsinn.5382

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.

Aethelweard Rex – Guard
Trist Lockwood – Thief
Aelius Swift – Warrior

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Posted by: Aveigel.2601

Aveigel.2601

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.

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Posted by: Simonoly.4352

Simonoly.4352

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.

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Posted by: Daishi.6027

Daishi.6027

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.

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