pre-ordered HOT at this point,
save yourself the money and don’t bother.
These abilities are stronger than stuns. That’s simply unacceptable – there’s an ability specifically designed to break stuns because making another player lose control of their character is the single most powerful thing you can do in any PvP game. Kb, kd, pull and launch do not allow for an immediate stunbreak response.
In the current meta, not being able to respond for even 1 second can mean 3/4 of the HP bar gone. Stunbreakers need to work on Kb/Kd/pull and launch exactly the same way it does to a stun, or else you’re giving classes with better access to those abilities a significant advantage in an organized game.
Agreed, being able to stun break mid-air and not when you hit the floor is very helpful.
All 3 have some the most obvious animations in the whole game, meaning they are some of the easiest to avoid attacks. Knock back and pull tend to be fairly short, shorter than most stuns. The only one longer than a stun is blow out, and it has the most blatant animations.
All 3 have some the most obvious animations in the whole game, meaning they are some of the easiest to avoid attacks. Knock back and pull tend to be fairly short, shorter than most stuns. The only one longer than a stun is blow out, and it has the most blatant animations.
To be fair updraft and overcharged shot are instant casts and personal battering ram is a 1/4 second cast. Although guardian hammer launch, stomp, and big ol’ bomb are indeed obvious.
(edited by Cosmic Teapot.9162)
This just needs to go to the Way GW1 handled it where the next Knock Down couldn’t effect you until the first had completely worn off and you got a chance to stand back up, at least then you have to have good timing in order to stun lock some one instead of mashing buttons.
Yes,i would love to see quarter knocking here, half the engies would reroll.
True, it should be toned down to Warrior’s KB because you can at least react and stun break that.
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