Fast-travel skills too OP in new PvP Map
Teleport does..mist form as well as most other invuln dont drop it.
Ride teh lightning i dont see any reason why it should drop it either since other long charges dont although most of them (NOT ALL) are affected by the movement debuff.
Also an engie can dodge roll 123456789 times in a row keeping his mobility with that while also having jump shot not affected by the slow or drop the orb.
Maybe wanna check that too as well as ranger using sword evades
Also if you are looking for orb runners a guardian seems a solid choice too cause of the massive blocks ,shields and area denial skills it has.(You dont have to transfer it fast if you can go slowly but safely there :P)
I hope i helped a bit
Let them fix what’s making players quit first and its not game breaking ranger and warrios can do that too and rangers can evade. PLEASE Refrain doing this kind of posts we encourage you to stop QQ and play more this thread is now closed. Thanks for understanding
Invul skills should drop it.
Overall though, I think fast-travel skills are just fine with the Orb.
The new map was the key to this patch. It’s opened up more viable builds. It’s things like new maps with new mechanics that’ll change the landscape, coupled with incremental updates to existing mechanics (like Warrior banners).
I’ve been running Hammer in tPvP and absolutely love it on the new map for point/orb denial, teamfights, and running the orb. Up until now, Hammer has been difficult to be useful in tPvP.
Ride The Lightning can traverse literally half the distance from Orb to Capture. How is that not broken? The moment an Ele can SEE their capture point, they can push a button and BE there. It’s broken.
Because after RTL you can lock down an ele pretty easily with immobolizers and knockbacks. Every tPvP game I’ve played that an enemy ele has ran it has lost the Orb.
Also, other classes have strong distance abilities.
I’ve been running Hammer/Sword-Warhorn, and if I have the orb I can actually Sword#2(Leap) over the bridges, go almost as far as RTL and it only has a 10sec cd not a 25.
Not to mention last night we used a Guardian (davinci) to run the orb and that felt more solid than an ele.
The only classes I feel that are at a disadvantage are Engineers and Necros since they lack gap closing mechanics.
Spirit Watch’s new mechanics will most definitely change the ‘meta’. The next step from ArenaNet are Ladder brackets visible to the public, new maps with new mechanics and have them be selected randomly per tournament.
(edited by Defektive.7283)
Ride The Lightning can traverse literally half the distance from Orb to Capture. How is that not broken? The moment an Ele can SEE their capture point, they can push a button and BE there. It’s broken.
Yeh its broken. They should hotfix this because I count it as a bug, and it does ruin the map somewhat. ALthough generally I like the map ALOT. There is no reason why rtl isnt effected by the 40% slowdown. It should also be effected by chills and cripple like every other skill.
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.
I LOVE the new map.
Was having a blast until I saw it so utterly exploited.
We still won. But broken is broken and stuff like that will ruin the map.
I can only speak from Ele perspective because I know/understand all the skills.
I’m sure other professions have similar exploits on this map. Those too should be addressed.
And to homeboy that said to save my QQ for problems that are making people quit… Anet has different teams devoted to different areas of the game. They have a team dedicated to sPvP. This seems to me to be one of the bigger problems to make it through with last patch regarding sPvP. So my QQ is warranted. Thanks. have a great day.
Ride The Lightning can traverse literally half the distance from Orb to Capture. How is that not broken? The moment an Ele can SEE their capture point, they can push a button and BE there. It’s broken.
Yeh its broken. They should hotfix this because I count it as a bug, and it does ruin the map somewhat. ALthough generally I like the map ALOT. There is no reason why rtl isnt effected by the 40% slowdown. It should also be effected by chills and cripple like every other skill.
if rtl should be affected by cripples and chill then it should be dropped to 15 sec cd or even lower.
Take the warrior for example.2 sword leaps cover 1200 units while they have a cd of 16 sec and a little bit more downtime due to animation.Add to that wwhirlwind +rush from gs and you can see how a 20 sec rtl that is affected by slows lacks behind for a class thats "supposed "to have squishy glass options too.
Rtl is not a charge/leap skill.Its an effect that locks you out of attunement and ANY other skill you have.You also cannot cancel it or control it in any other form.
ITS DIFFERENT!
Also im so happy defektive doesnt have problem(well almost) with eles this time :P
(edited by Avead.5760)
Ride The Lightning can traverse literally half the distance from Orb to Capture. How is that not broken? The moment an Ele can SEE their capture point, they can push a button and BE there. It’s broken.
Yeh its broken. They should hotfix this because I count it as a bug, and it does ruin the map somewhat. ALthough generally I like the map ALOT. There is no reason why rtl isnt effected by the 40% slowdown. It should also be effected by chills and cripple like every other skill.
if rtl should be affected by cripples and chill then it should be dropped to 15 sec cd or even lower.
Take the warrior for example.2 sword leaps cover 1200 units while they have a cd of 16 sec and a little bit more downtime due to animation.Add to that wwhirlwind +rush and you can see how a 20 sec rtl that is affected by slows lacks behind for a class thats "supposed "to have squishy glass options too.
Rtl is not a charge/leap skill.Its an effect that locks you out of attunement and ANY other skill you have.You also cannot cancel it or control it in any other form.
ITS DIFFERENT!
Also im so happy defektive doesnt have problem(well almost) with eles this time :P
Regardless of whether it is effected by chills and cripples it absolutely should be effected by the orb. Otherwise the map starts to become a joke.
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.
Every MMO seems to undervalue Speed and Stealth on their “balance” spreadsheets (probably because these two attributes have less PvE value).
However, they always cause massive balance issues in PvP.
For some reason, developers think some classes without these attributes can be balanced in PvP yet have the same DPS in PvE.
The real answer is making each profession near equal in these two aspects…For example, offer traits for each profession that give similar stealth and speed attributes.
Therefore, if someone is choosing these traits, they are doing so at the expense…in theory…of other dps traits.
Releasing this new map when only a few classes can clearly exploit it…is just bad design…or worse.
The orb should negate all forms of fast-travel and invulnerability except dodge. Heck, I’d even be okay with seeing dodge negated (Though the speed benefits of dodging are negligible). My guess is that if you are defending skills like RTL while holding the orb, you either haven’t seen it (and thus don’t understand how map-breaking it is) or you don’t want Anet to take away your little cheat.
Because after RTL you can lock down an ele pretty easily with immobolizers and knockbacks. Every tPvP game I’ve played that an enemy ele has ran it has lost the Orb.
Also, other classes have strong distance abilities.
I’ve been running Hammer/Sword-Warhorn, and if I have the orb I can actually Sword#2(Leap) over the bridges, go almost as far as RTL and it only has a 10sec cd not a 25.
Not to mention last night we used a Guardian (davinci) to run the orb and that felt more solid than an ele.
The only classes I feel that are at a disadvantage are Engineers and Necros since they lack gap closing mechanics.
Spirit Watch’s new mechanics will most definitely change the ‘meta’. The next step from ArenaNet are Ladder brackets visible to the public, new maps with new mechanics and have them be selected randomly per tournament.
So essentially the two weakest classes in pvp get the shaft yet again.
Because after RTL you can lock down an ele pretty easily with immobolizers and knockbacks. Every tPvP game I’ve played that an enemy ele has ran it has lost the Orb.
Also, other classes have strong distance abilities.
I’ve been running Hammer/Sword-Warhorn, and if I have the orb I can actually Sword#2(Leap) over the bridges, go almost as far as RTL and it only has a 10sec cd not a 25.
Not to mention last night we used a Guardian (davinci) to run the orb and that felt more solid than an ele.
The only classes I feel that are at a disadvantage are Engineers and Necros since they lack gap closing mechanics.
Spirit Watch’s new mechanics will most definitely change the ‘meta’. The next step from ArenaNet are Ladder brackets visible to the public, new maps with new mechanics and have them be selected randomly per tournament.
So essentially the two weakest classes in pvp get the shaft yet again.
Well maybe their role isn’t to run the flag, but to support a flag carrier or deny a flag pickup.
Well’s over the orb area would be exceptionally powerful against anyone attempting to grab the orb. Mix in condi damage and slows/fears to those trying to train your flag carrier etc.
Every class has a ‘role’ per game. Maybe necros/engis role isn’t to be the flag carrier.
I see nothing wrong with fast travel skills not dropping it, invulns on the other hand totally should drop it though…
As their mother, I have to grant them their wish. – Forever Fyonna
Because after RTL you can lock down an ele pretty easily with immobolizers and knockbacks. Every tPvP game I’ve played that an enemy ele has ran it has lost the Orb.
Also, other classes have strong distance abilities.
I’ve been running Hammer/Sword-Warhorn, and if I have the orb I can actually Sword#2(Leap) over the bridges, go almost as far as RTL and it only has a 10sec cd not a 25.
Not to mention last night we used a Guardian (davinci) to run the orb and that felt more solid than an ele.
The only classes I feel that are at a disadvantage are Engineers and Necros since they lack gap closing mechanics.
Spirit Watch’s new mechanics will most definitely change the ‘meta’. The next step from ArenaNet are Ladder brackets visible to the public, new maps with new mechanics and have them be selected randomly per tournament.
So essentially the two weakest classes in pvp get the shaft yet again.
Well maybe their role isn’t to run the flag, but to support a flag carrier or deny a flag pickup.
Well’s over the orb area would be exceptionally powerful against anyone attempting to grab the orb. Mix in condi damage and slows/fears to those trying to train your flag carrier etc.
Every class has a ‘role’ per game. Maybe necros/engis role isn’t to be the flag carrier.
Actually from my experience engis are really powerful runners because they can perma swiftness and perma vigor and just run/dodge their way to the point with little effort, not to mention they have enough knockbacks to send anyone dumb enough to kitten with them off the very vertical map where they’ll shatter their face on the floor below (nothing makes me smile more than PBRing a thief off of the top of ravens shrine…).
And necros… well they have enough ways to fear/chill people and as you said, prevent people from wanting to chase them that they are pretty effective. Not to mention they’re one of the sturdies profs in the game if built right.
As their mother, I have to grant them their wish. – Forever Fyonna
Swiftness doesn’t work while holding orb.
Vigor/Dodging can be debated but is nowhere near as cheap as RTL, etc.
^how many evades in a row are cheap??
Something like runes of adventure + sigil of energy + elixir r + toolkits shield(less than 20 sec) + elixir s + jump shot feels any less cheap to you?
It seems the forum propaganda is affecting people and they cant even think outside of the already stale and aged meta..
^Even with UNLIMITED endurance/dodging you can still be burned down/aoe’ed/stunned/feared/condition damaged/etc. Dodging really isn’t an issue, never has been.
That being said, even with UNLIMITED dodging you would be moving at a fraction of the speed as RTL, etc. The issue here and the point of this post is that being able to cover half of your distance from orb to capture with the press of a button is ludicrous.
It seems the forum propaganda is affecting people and they cant even think outside of the already stale and aged meta..
ANet would like to call it Mature and Sophisticated.
You all realize that sword/GS ranger can farther and faster than RTL right?
Also, Engi and Necro have some solid pull skills.
Am I good?… I’m good.
Finally some people seeing how other classes can do the same as RTL, the only problem is that 90% of the eles around use RTL since thats the only viable build while most of the other classes are either glass cannon useless builds or bunkers with only survival and no mobility at all but they can achieve the same results as RTL changing their spec.
Finally some people seeing how other classes can do the same as RTL, the only problem is that 90% of the eles around use RTL since thats the only viable build while most of the other classes are either glass cannon useless builds or bunkers with only survival and no mobility at all but they can achieve the same results as RTL changing their spec.
False, RTL is the only widely known viable build, according to the ranger forums trapper and BM bunker are the only viable builds yet i run neither of those and am doing quite fantastically with my Chill Build. Not to mention i play an ele as well and use a staff and conjures and it’s been doing significantly better than i expected it to, then again i’m not the best ele out there so it may be a lot more viable than i can pull it off.
As their mother, I have to grant them their wish. – Forever Fyonna
Finally some people seeing how other classes can do the same as RTL, the only problem is that 90% of the eles around use RTL since thats the only viable build while most of the other classes are either glass cannon useless builds or bunkers with only survival and no mobility at all but they can achieve the same results as RTL changing their spec.
False, RTL is the only widely known viable build, according to the ranger forums trapper and BM bunker are the only viable builds yet i run neither of those and am doing quite fantastically with my Chill Build. Not to mention i play an ele as well and use a staff and conjures and it’s been doing significantly better than i expected it to, then again i’m not the best ele out there so it may be a lot more viable than i can pull it off.
Sincerely: I can’t wait to see you people with these non-trap ranger builds and non-RTL builds etc. in High End tPvP.
There’s like 15-20 of us who just constantly fight each other because (I think) the MMR has thrown us way out ahead.
Ya, I’m surprised we haven’t played you. We’ve been winning every match.
Am I good?… I’m good.
Because after RTL you can lock down an ele pretty easily with immobolizers and knockbacks. Every tPvP game I’ve played that an enemy ele has ran it has lost the Orb.
Also, other classes have strong distance abilities.
I’ve been running Hammer/Sword-Warhorn, and if I have the orb I can actually Sword#2(Leap) over the bridges, go almost as far as RTL and it only has a 10sec cd not a 25.
Not to mention last night we used a Guardian (davinci) to run the orb and that felt more solid than an ele.
The only classes I feel that are at a disadvantage are Engineers and Necros since they lack gap closing mechanics.
Spirit Watch’s new mechanics will most definitely change the ‘meta’. The next step from ArenaNet are Ladder brackets visible to the public, new maps with new mechanics and have them be selected randomly per tournament.
Not even engineers are at much disadvantage here. I usually take oil slick for this map and elixir r. dodge 4 times for faster movement, use double speed toolbelt skill (which lasts five seconds) and It’ll put me a good distance from a point.
Edit: Plus oil slick knocks down people trying to chase me.
(edited by Penguin.5197)
Because after RTL you can lock down an ele pretty easily with immobolizers and knockbacks. Every tPvP game I’ve played that an enemy ele has ran it has lost the Orb.
Also, other classes have strong distance abilities.
I’ve been running Hammer/Sword-Warhorn, and if I have the orb I can actually Sword#2(Leap) over the bridges, go almost as far as RTL and it only has a 10sec cd not a 25.
Not to mention last night we used a Guardian (davinci) to run the orb and that felt more solid than an ele.
The only classes I feel that are at a disadvantage are Engineers and Necros since they lack gap closing mechanics.
Spirit Watch’s new mechanics will most definitely change the ‘meta’. The next step from ArenaNet are Ladder brackets visible to the public, new maps with new mechanics and have them be selected randomly per tournament.
Not even engineers are at much disadvantage here. I usually take oil slick for this map and elixir r. dodge 4 times for faster movement, use double speed toolbelt skill (which lasts five seconds) and It’ll put me a good distance from a point.
Well there you have it. Only solidifies my opinion that RTL isn’t as unbalanced as some people have made it out to be.
There are a handful of skills across all professions that cover the speed/distance as RTL. I reference RTL cuz I’m an Ele and I’m not as familiar with the others. The original sentiment stands though, these MASSIVE distance-jump abilities should be adjusted for this map. When someone with these abilities has the orb and is within sight of the capture point, there is next to nothing that can be done to stop them.
It’s my opinion that this breaks the map. Swiftness gets negated while holding orb, Mesmer port gets negated, there are probably a couple more that are negated as well that I don’t know about… so my point is: What good reason is there not to restrict any and all enhanced movement abilities while holding the orb? It seems very half-kittened to me.
There are a handful of skills across all professions that cover the speed/distance as RTL. I reference RTL cuz I’m an Ele and I’m not as familiar with the others. The original sentiment stands though, these MASSIVE distance-jump abilities should be adjusted for this map. When someone with these abilities has the orb and is within sight of the capture point, there is next to nothing that can be done to stop them.
It’s my opinion that this breaks the map. Swiftness gets negated while holding orb, Mesmer port gets negated, there are probably a couple more that are negated as well that I don’t know about… so my point is: What good reason is there not to restrict any and all enhanced movement abilities while holding the orb? It seems very half-kittened to me.
Ya that’s true, I had 4 people training me yesterday and I just did a 1200 leap into the point for a cap.
And let’s be clear. I’m an Elementalist. I can and have used RTL to cap. I’m not making this argument because I feel I am underpowered on this map. I’m making this argument because I feel I am overpowered on this map, which in my opinion really kind of takes some of the joy away from winning a match… When I have the orb and can make it to line of sight of my cap… Cap is mine. Period. It’s not even a contest.
And if you somehow manage to snag me half-way to the cap (hasn’t happened yet, just theorizing) I’ll just mistform the remaining distance. Just too IMBA IMO.
I run ele too.Right before the patch i swapped an arcane for signet of earth.
If we ever match up together(when i fix my kittening pc) i ll show you how to immobilize and ele carrying an orb when you see him switch on air when aligned to the cap point.
As a matter of fact you can even immob him while after he starts rtling since the singet immob is not a projectile that has to hit and rtl lasts 2 sec while signet has 3/4 activation time.
And to not leave any empty holes into my arguments..i know an ele can eat condies for breakfast..just not in air and especially not when using rtl!
I’m not saying it’s impossible to stop it (very improbable though), but there are few other instances in the entirety of GW2 where if you don’t do exactly the right thing at exactly the right time (which is what this would demand), that a cap is guaranteed. There’s no elbow room. Completely unforgiving. Maybe this is intentional… if so, fine. But I see what appears to big a gaping hole in scoring logic and have thus started a thread bringing attention to the issue.
Every class can do it, well maybe not necros but they can facetank 3 people easily.
I’m not saying it’s impossible to stop it (very improbable though), but there are few other instances in the entirety of GW2 where if you don’t do exactly the right thing at exactly the right time (which is what this would demand), that a cap is guaranteed. There’s no elbow room. Completely unforgiving. Maybe this is intentional… if so, fine. But I see what appears to big a gaping hole in scoring logic and have thus started a thread bringing attention to the issue.
If we ever let the enemy ele get the orb in a place where he can rtl to the node we have failed somewhere else. Those stairs force one route. Grenade engie’s, trap ranger’s, well necro’s do well on those stairs. Bait AoE early or corrupt it and knock/pull them off the stairs. Imobing before the rtl is a last minute save. My team’s 14-3 on the new map. Never lost to a team with a ele. Lost to three teams without a ele. We need a lot more time on this map to see if rtl is imba. My first impression was yes but it changed at about the 10th match.
Every class can do it, well maybe not necros but they can facetank 3 people easily.
RTL is 600 units per second for 2 seconds. Please enlighten me to each class’s ability to do this. I’m not disputing it, but am curious.
I’m not saying it’s impossible to stop it (very improbable though), but there are few other instances in the entirety of GW2 where if you don’t do exactly the right thing at exactly the right time (which is what this would demand), that a cap is guaranteed. There’s no elbow room. Completely unforgiving. Maybe this is intentional… if so, fine. But I see what appears to big a gaping hole in scoring logic and have thus started a thread bringing attention to the issue.
If we ever let the enemy ele get the orb in a place where he can rtl to the node we have failed somewhere else. Those stairs force one route. Grenade engie’s, trap ranger’s, well necro’s do well on those stairs. Bait AoE early or corrupt it and knock/pull them off the stairs. Imobing before the rtl is a last minute save. My team’s 14-3 on the new map. Never lost to a team with a ele. Lost to three teams without a ele. We need a lot more time on this map to see if rtl is imba. My first impression was yes but it changed at about the 10th match.
This argument is logical and I agree. However, once the top of the steps are reached it’s gg with RTL. Waiting for above poster to cite every other class’s to do this.
Because after RTL you can lock down an ele pretty easily with immobolizers and knockbacks. Every tPvP game I’ve played that an enemy ele has ran it has lost the Orb.
Also, other classes have strong distance abilities.
I’ve been running Hammer/Sword-Warhorn, and if I have the orb I can actually Sword#2(Leap) over the bridges, go almost as far as RTL and it only has a 10sec cd not a 25.
Not to mention last night we used a Guardian (davinci) to run the orb and that felt more solid than an ele.
The only classes I feel that are at a disadvantage are Engineers and Necros since they lack gap closing mechanics.
Spirit Watch’s new mechanics will most definitely change the ‘meta’. The next step from ArenaNet are Ladder brackets visible to the public, new maps with new mechanics and have them be selected randomly per tournament.
So essentially the two weakest classes in pvp get the shaft yet again.
I really dont think they will bother increasing the viability of Engi or Necro in this role.
Why would they bother with such under representated classes? There is barely enough people of that class to moan anymore.
@Michael he is somewhat wrong cause while rtl is not that unique in distance covered its still pretty fast and really unique in sence of not being affected by slows.
BUT other classes can ensure a long time of invuln aswell were you just wait for it to wear of before you start nuking them again.
You dont have to..run at the speed of lightning to lock an orb cap :P
Invul skills should drop it.
Overall though, I think fast-travel skills are just fine with the Orb.
The new map was the key to this patch. It’s opened up more viable builds. It’s things like new maps with new mechanics that’ll change the landscape, coupled with incremental updates to existing mechanics (like Warrior banners).
I’ve been running Hammer in tPvP and absolutely love it on the new map for point/orb denial, teamfights, and running the orb. Up until now, Hammer has been difficult to be useful in tPvP.
I don’t see more viable builds. I see the old kitten abused builds still and the ones with super mobility are dominating without a doubt. Rtl should either drop the orb or, for the sake of lyssa, be affect by movement speed skills. Such a broken skill to be invulnerable and dash away to safety.
Same with invulnerable skills with dropping the orb(which also should not be allowed to down people but thats another discussion)
break. I feel like they should be back by now..”
@Michael he is somewhat wrong cause while rtl is not that unique in distance covered its still pretty fast and really unique in sence of not being affected by slows.
BUT other classes can ensure a long time of invuln aswell were you just wait for it to wear of before you start nuking them again.
You dont have to..run at the speed of lightning to lock an orb cap :P
Indeed you don’t! I actually prefer running this map with a staff build because it gives me better healing/protection and more control over the people trailing me when I have the orb. I can cap like a pro without RTL as can every other class if played smart… That’s somewhat beside the point of this post though. 1200 yards/units in 2 seconds WITH the orb in hand just doesn’t seem to fall in line intuitively with a mechanic that otherwise slows you to 40%. I really enjoy that it works this way and that swiftness is negated, but the entire handicap seems to get lost when certain travel abilities ignore what is otherwise a staple mechanic for the map. Again, this may be intended… but it certainly SEEMS to go against the rules of holding the orb.
Now I’m stretching, but here’s a balancing idea… When you get the orb, take away access to all skills/utilities except dodge. Make it fall on your teammates to protect you while you run it. Shrug.
Invul skills should drop it.
Overall though, I think fast-travel skills are just fine with the Orb.
The new map was the key to this patch. It’s opened up more viable builds. It’s things like new maps with new mechanics that’ll change the landscape, coupled with incremental updates to existing mechanics (like Warrior banners).
I’ve been running Hammer in tPvP and absolutely love it on the new map for point/orb denial, teamfights, and running the orb. Up until now, Hammer has been difficult to be useful in tPvP.
I don’t see more viable builds. I see the old kitten abused builds still and the ones with super mobility are dominating without a doubt. Rtl should either drop the orb or, for the sake of lyssa, be affect by movement speed skills. Such a broken skill to be invulnerable and dash away to safety.
Same with invulnerable skills with dropping the orb(which also should not be allowed to down people but thats another discussion)
Hammer Warrior is far more viable now due to Spirit Watch than it was in all the other maps. I’ve seen some neat new engineer builds as well that focus on denying the enemy the ability to basically function as a player.
I’ve seen guardians transition away from point defenders and into orb carriers due to their inherent toughness, healing, blocking and invul skills.
All these things add up to a new meta, which in turn pushes new builds.
Invul skills should drop it.
Overall though, I think fast-travel skills are just fine with the Orb.
The new map was the key to this patch. It’s opened up more viable builds. It’s things like new maps with new mechanics that’ll change the landscape, coupled with incremental updates to existing mechanics (like Warrior banners).
I’ve been running Hammer in tPvP and absolutely love it on the new map for point/orb denial, teamfights, and running the orb. Up until now, Hammer has been difficult to be useful in tPvP.
I don’t see more viable builds. I see the old kitten abused builds still and the ones with super mobility are dominating without a doubt. Rtl should either drop the orb or, for the sake of lyssa, be affect by movement speed skills. Such a broken skill to be invulnerable and dash away to safety.
Same with invulnerable skills with dropping the orb(which also should not be allowed to down people but thats another discussion)
/agree
Whoever they have secretly testing patches before live needs to be removed and replaced with players who are not yes men idiots. How these garbage patches and maps keep making it to live is beyond me. Better yet add a public test server so they stop releasing such massive fails.
Jpeters: so alpha testers who do you like the new map?
alpha tester: oh yes mas’a this map is great mas’a, so much fun dont remove our alpha privileges please sir
jpeters: great sounds good, how do you feel about the ele adjustments?
alpha tester: oh sir, they are great sir i agree that RTL is what made mages op, thank you mas’a
jpeters: how do you feel about bunkers and aoe, are they ok?
alpha tester: oh yes sir they are great, we love aoe and bunkers they are so fun to play mas’a sir
(edited by Sprawl.3891)
RTL does not make you invulnerable… if you apply an immobilize mid air you just stunned the ele for the duration and can destroy him.
Invul skills should drop it.
Overall though, I think fast-travel skills are just fine with the Orb.
The new map was the key to this patch. It’s opened up more viable builds. It’s things like new maps with new mechanics that’ll change the landscape, coupled with incremental updates to existing mechanics (like Warrior banners).
I’ve been running Hammer in tPvP and absolutely love it on the new map for point/orb denial, teamfights, and running the orb. Up until now, Hammer has been difficult to be useful in tPvP.
I don’t see more viable builds. I see the old kitten abused builds still and the ones with super mobility are dominating without a doubt. Rtl should either drop the orb or, for the sake of lyssa, be affect by movement speed skills. Such a broken skill to be invulnerable and dash away to safety.
Same with invulnerable skills with dropping the orb(which also should not be allowed to down people but thats another discussion)
Hammer Warrior is far more viable now due to Spirit Watch than it was in all the other maps. I’ve seen some neat new engineer builds as well that focus on denying the enemy the ability to basically function as a player.
I’ve seen guardians transition away from point defenders and into orb carriers due to their inherent toughness, healing, blocking and invul skills.
All these things add up to a new meta, which in turn pushes new builds.
I’ve seen 3 other thieves running traps and a couple scorpion wires
Though I don’t know if we’ll continue to do so.
Nice to see some other stuff.
If it wasn’t fixed with this patch RTL is still 1500 range not 1200 like in the description. Thats one of the things that makes it so extremely good.