Unevadeable DH F1 pull too strong?
the only option is using an invulnerable skill.
It’s unevadable? I know it’s unblockable, but unevadable? But making a CC unevadable is too much.
I agree, gerdiun 2 stronk
But, gtfo before the DH pulls you into their traps, or popping a stack of stability would work. This skill is poorly designed. Kinda like scorpion wire x2
Still waiting for that Shield/Shield meta
Stability, out of range, line of sight, immediate stun break.
Stability, out of range, line of sight, immediate stun break.
Does stun break remove the tether even when hes not pulling yet?
The second part can be evaded; the first part cannot be evaded.
DH is unevadable.
…he’ll always hit you with something
;D
I have noted this. DH cast times are too fast and they have too many undogeables. They have more access to undodgeables than thief has to unblockables. DH shouldn’t have superior cast times, interrupts, high aoe damage, unblockables, and undogeables, blocks and multiple heals in one kit. As if they don’t already have passive burning and multiple gap closers. The symbol/medi/trap guardian is broken right now. I fear facing those players who figures out how to land each of their instant skills in between dodges because it is done in legend+
The second part can be evaded; the first part cannot be evaded.
You got that backwards. You can evade them throwing the harpoon at you, but you can’t dodge the yank once you’re tethered.
It’s unique as unless you have stab-ability, the DH can sync instant and simultaneous casting of traps and other skills and wait for the right time to pull you and insta-gib up to 15k instantly or more if they get you with the shield 5/ test of faith combo.
Between thief and DH I rose to legend without much effort skill wise using DH so I know how broken DH is.
Yes of course its too strong. Needs to be blockable, have a shorter range, and better animation tell.
If you think its too good, then I really believe you haven’t played.
the biggest issue I’ve found, other than a fairly long cd, is the LOS. Any little bit of terrain gets in the way and wastes the skill.
I’m too burnt out to reply to threads like this and it’s posters appropriately atm. Zelulose seems to be saying everything about guard is OP and needs to be nerfed to the point any half decent thief can roll over them, to where they’re a liability over any other class, because supposedly they have better everything in one kit and it’s skillless. Despite outside the realm of thief and guard there are 7 other classes that exist.
@Fay, well i mean if you get hooked I don’t think it would make sense to dodge something that’s already connected to you.
@Yasha basically want it to be as kittencorpion Wire. Okay.
Redgen Furyblaze – Charr Guardian – [SHD]Shade Warband – Tarnished Coast
Lerious Warhowl – Charr Warrior – [SHD] Shade Warband – Tarnished Coast
(edited by Lucentfir.7430)
I just made a post about how they power creeped thief. I highlighted that DH has allot of assets at their disposal. However, I am against nerfs to everything. Just things that promote skilless gameplay. Every class has something that allows them to spam right now.
For DH instant skills and undogeable skills are not promoting reaction and skill based gameplay. I could say things about weaker classes such as thief. They should not have been given evades for 2 seconds at 50% hp or stun-breaks that refill endurance. This aLlows thief to take a hit, get surprised. Then evade spam in a panic till their healing skill/stealth is ready again. I am also against the amount of stability and regeneration engineer is given access to. Furthermore, I absolutely detest allowing Druids stacking stability with their elite and passive stun breaks given their insane level of healing. I am yet again against mesmers F4 as a unstated stun saver given it’s almost guaranteed to have stunbreaks in its kit. In fact, most of mesmers stun breaks are also its most useful defensive skills. I want play a game where my lack of mistakes and the enemies accumulation of mistakes matter. It’s already enough that each player is its own “monk” (a healer class reference from gw1)
Yes of course its too strong. Needs to be blockable, have a shorter range, and better animation tell.
It should be melee range to land, the purpose being to pull back in targets trying to flee.
Second half should be dodgable, evadable, blockable, fail to LoS, and catch all those terrain bugs
I have noted this. DH cast times are too fast and they have too many undogeables. They have more access to undodgeables than thief has to unblockables. DH shouldn’t have superior cast times, interrupts, high aoe damage, unblockables, and undogeables, blocks and multiple heals in one kit. As if they don’t already have passive burning and multiple gap closers. The symbol/medi/trap guardian is broken right now. I fear facing those players who figures out how to land each of their instant skills in between dodges because it is done in legend+
Are you actually suggesting that for the average player is easier to dodge thief than guardian? Pardon me! But I find much much easier to avoid an obvious target that require clean LoS to land 90% of his hits…respect to an invisible creep that can take 3/4 of your HP in less than an instant…and from 1200 range.
I know I can still try to avoid the F1 spear throw in the first place. But if you ever get hit by the first part of F1 skill, you seem to be completely at DH’s mercy.
The second pull part is unblockable and unevadeable. During the whole time being attached to the spear, the only option is using an invulnerable skill. The DH can then use LB2 or some other hard hitting skill to bait out your dodge and then interrupt it by the pull and then chain together some other powerful attacks.
There are quite a few other pull skills in the game and they are all evadeable. I don’t understand why this skill has to be this extra strong.
-1) every profession has way to play around the pull
-teleport out from the traps
-stability
-invulnerability
-2) everybody can save a dodge and use it the second they get pulled in
-3) everybody can LoS the DH trying to use the pull, he won’t be able to pull you over from a lower level or from behind an obstacle
Not everything must be A to B gameplay…..
the only option is using an invulnerable skill.
Not every meta build has an on-demand stability like DH F3.
I know I can still try to avoid the F1 spear throw in the first place. But if you ever get hit by the first part of F1 skill, you seem to be completely at DH’s mercy.
The second pull part is unblockable and unevadeable. During the whole time being attached to the spear, the only option is using an invulnerable skill. The DH can then use LB2 or some other hard hitting skill to bait out your dodge and then interrupt it by the pull and then chain together some other powerful attacks.
There are quite a few other pull skills in the game and they are all evadeable. I don’t understand why this skill has to be this extra strong.
-1) every profession has way to play around the pull
-teleport out from the traps
-stability
-invulnerability-2) everybody can save a dodge and use it the second they get pulled in
-3) everybody can LoS the DH trying to use the pull, he won’t be able to pull you over from a lower level or from behind an obstacle
Not everything must be A to B gameplay…..
I’d have to counter this:
1) Can’t teleport out of baby gates. Which if they’ve tethered you is step 2.
Stability & Invuln- thief only has 1 option- bandit’s defense…which is shorter than the trap lasts, and usually a guardian will already be ready to drop again as soon as it’s done.
2) You get pulled in…which is a knockdown… you get up and dodge because you’re taking 1/8- 1/2 of your hp in damage each tick depending on your build…congrats, you’re still in baby gates and get knocked down again.
3) Only works when you have terrain to get behind and time to get there… if you’re chained and not 1 step away from terrain change… you’re dead.
Overall, if you can manage to catch them on cooldown they are droppable without breaking a sweat. Otherwise, if you can manage it, use evades to close the gap… blind and dodge to get your damage in and get out of his trap before you get stuck in it. Unfortunately unlike the other classes dh traps are pretty much instant for him to set so you have to rinse wash repeat.
I know I can still try to avoid the F1 spear throw in the first place. But if you ever get hit by the first part of F1 skill, you seem to be completely at DH’s mercy.
The second pull part is unblockable and unevadeable. During the whole time being attached to the spear, the only option is using an invulnerable skill. The DH can then use LB2 or some other hard hitting skill to bait out your dodge and then interrupt it by the pull and then chain together some other powerful attacks.
There are quite a few other pull skills in the game and they are all evadeable. I don’t understand why this skill has to be this extra strong.
-1) every profession has way to play around the pull
-teleport out from the traps
-stability
-invulnerability-2) everybody can save a dodge and use it the second they get pulled in
-3) everybody can LoS the DH trying to use the pull, he won’t be able to pull you over from a lower level or from behind an obstacle
Not everything must be A to B gameplay…..
If you get tethered, obviously you want to run out of range or find LoS. But DH can immediately pull. If you waste a dodge, you are doomed.
Of course, you need to dodge after the pull. But again being pulled to close distance is already a win for the DH. He can play the mind game of pulling, waiting for you to dodge then burst.
The end result of this unevadeable pull is DH gaining an overwhelming advantage of mind game.
I know I can still try to avoid the F1 spear throw in the first place. But if you ever get hit by the first part of F1 skill, you seem to be completely at DH’s mercy.
The second pull part is unblockable and unevadeable. During the whole time being attached to the spear, the only option is using an invulnerable skill. The DH can then use LB2 or some other hard hitting skill to bait out your dodge and then interrupt it by the pull and then chain together some other powerful attacks.
There are quite a few other pull skills in the game and they are all evadeable. I don’t understand why this skill has to be this extra strong.
-1) every profession has way to play around the pull
-teleport out from the traps
-stability
-invulnerability-2) everybody can save a dodge and use it the second they get pulled in
-3) everybody can LoS the DH trying to use the pull, he won’t be able to pull you over from a lower level or from behind an obstacle
Not everything must be A to B gameplay…..
Depending on the trap you’ll die if you teleport out. Meaning you have to burn both an invuln or channeled evade skill AND use a teleport. And good luck activating a skill if you’ve been dazed/stunned/cc’d.
Oh, and it’s a good thing capture points are covered with obstacles to LoS behind.
oh wait….
XD
I know I can still try to avoid the F1 spear throw in the first place. But if you ever get hit by the first part of F1 skill, you seem to be completely at DH’s mercy.
The second pull part is unblockable and unevadeable. During the whole time being attached to the spear, the only option is using an invulnerable skill. The DH can then use LB2 or some other hard hitting skill to bait out your dodge and then interrupt it by the pull and then chain together some other powerful attacks.
There are quite a few other pull skills in the game and they are all evadeable. I don’t understand why this skill has to be this extra strong.
-1) every profession has way to play around the pull
-teleport out from the traps
-stability
-invulnerability-2) everybody can save a dodge and use it the second they get pulled in
-3) everybody can LoS the DH trying to use the pull, he won’t be able to pull you over from a lower level or from behind an obstacle
Not everything must be A to B gameplay…..
“teleport out from the traps” Is this a joke? lol
I know I can still try to avoid the F1 spear throw in the first place. But if you ever get hit by the first part of F1 skill, you seem to be completely at DH’s mercy.
The second pull part is unblockable and unevadeable. During the whole time being attached to the spear, the only option is using an invulnerable skill. The DH can then use LB2 or some other hard hitting skill to bait out your dodge and then interrupt it by the pull and then chain together some other powerful attacks.
There are quite a few other pull skills in the game and they are all evadeable. I don’t understand why this skill has to be this extra strong.
-1) every profession has way to play around the pull
-teleport out from the traps
-stability
-invulnerability-2) everybody can save a dodge and use it the second they get pulled in
-3) everybody can LoS the DH trying to use the pull, he won’t be able to pull you over from a lower level or from behind an obstacle
Not everything must be A to B gameplay…..
1) teleporting out of traps makes you take dmg, sometimes even double due to… well how pathing works and traps being buggy; only few classes have high access to stab; same goes for invul; even if you teleport to gain range you still get yanked middle of the teleport even if you are already outside
2) um no, it actually interrupts dodge; i have done it many times, it does same as trap elite you actually get yanked mid of dodge
3) actually they can; i got pulled from behind the walls and obstacles plenty of times; worst part you often get launched into air and take fall dmg on top of it or get pulled into the walls if the walls are double layered so only option you have left is to relog; so no, LOS doesn’t really work so well. Worst part, the gamebreaking buggy pulls been there since HoT launch and Anet didn’t move a finger to fix them but heyyyyyyy they found plenty of time to slap few thief nerfs – dem priorities.
Love how people defend braindead broken buggy mechanics.
[Teef] guild :>
(edited by Cynz.9437)
Only way to fix it ? make scorpion wire work the same way on thief. Then DH will complain. Then they will fix the mechanic.
sigh…today is a salty day for me, sry anet.
Stability, out of range, line of sight, immediate stun break.
Does stun break remove the tether even when hes not pulling yet?
No, but you can stunbreak while hes pulling you if you’re fast enough. You can also for example use mesmer staff#2 and “mitigate” the pull so it doesnt make you cross the trap
they just need to add a way to tell its going to be casted, like ranger lb 4 or warrior lb 5
https://www.reddit.com/r/GuildWars2PvPTeams/
I know I can still try to avoid the F1 spear throw in the first place. But if you ever get hit by the first part of F1 skill, you seem to be completely at DH’s mercy.
The second pull part is unblockable and unevadeable. During the whole time being attached to the spear, the only option is using an invulnerable skill. The DH can then use LB2 or some other hard hitting skill to bait out your dodge and then interrupt it by the pull and then chain together some other powerful attacks.
There are quite a few other pull skills in the game and they are all evadeable. I don’t understand why this skill has to be this extra strong.
-1) every profession has way to play around the pull
-teleport out from the traps
-stability
-invulnerability-2) everybody can save a dodge and use it the second they get pulled in
-3) everybody can LoS the DH trying to use the pull, he won’t be able to pull you over from a lower level or from behind an obstacle
Not everything must be A to B gameplay…..
If you get tethered, obviously you want to run out of range or find LoS. But DH can immediately pull. If you waste a dodge, you are doomed.
Of course, you need to dodge after the pull. But again being pulled to close distance is already a win for the DH. He can play the mind game of pulling, waiting for you to dodge then burst.
The end result of this unevadeable pull is DH gaining an overwhelming advantage of mind game.
Isn’kitten mind game also vs mesmer/thieves stealth opening?
In the DH case is several( dozen time ) time easier to win that mind game, the pull is just one, clearly visible and with plenty of time to counter it, if the dh use the pull after using his first trap rotations and you counter that, there will be plenty opportunity to pressure/kill him after wards before the second trap rotation is up, after which the dh won’t have his 50s+ CD skills available…so after the second rotation the dh is dead meat..easy.
If the dh uses a single trap…he won’t have enough dmg to worry you…assuming you’re not a full glass build in which case I’d call you a noob, because you’re out of place and out of role
If the dh uses multiple traps then he’s a noob and you should win easy…if you lose then you’re the noob ofc, it’s that easy.
DH is easy to outmanoeuvre, counter and predict..reason why you seen only one during WTS and reason why multiple DH team lose at high divisions
Ofc there is some exceptional DH out there who will beat you no matter what..but that’s just the player, it’s just one DH….
And before you ask…when I see 3-4 dh in the opposite team I use my ele (that’s like the only time to use ele as dh it’s the last remaining class an ele can actually counter and kill with good success)
Obviously I can still kill a dh with s/w druid, warrior, scrapper..you mention…it’s so kitten easy to kill an average dh..it’s not even funny
they just need to add a way to tell its going to be casted, like ranger lb 4 or warrior lb 5
Or like Ranger’s Raygun of a pet? That 7k damaging AI skill has no warning and 3x more dangerous than some unblockable pull.
Only way to fix it ? make scorpion wire work the same way on thief. Then DH will compla..
-snip-
Ya right, a Thief using scorpion wire is just asking for trouble lol. All Elite skills are stronger than core and shouldn’t be comparable in that way.
Torch on War vs Torch on Guard
LB & Traps on DH vs LB & Traps on Ranger
Staff on Ranger vs Guard, etc.
We all want what the other has, it’s called HoT powercreep and it’ll likely never change.
Rank: Top 250 since Season 2
#5 best gerdien in wurld
Yes of course its too strong. Needs to be blockable, have a shorter range, and better animation tell.
It should be melee range to land, the purpose being to pull back in targets trying to flee.
Second half should be dodgable, evadable, blockable, fail to LoS, and catch all those terrain bugs
I would prefer to have the core virtues buffed than tone down the outlandishly OP DH virtues.
Only way to fix it ? make scorpion wire work the same way on thief. Then DH will compla..
-snip-
Ya right, a Thief using scorpion wire is just asking for trouble lol. All Elite skills are stronger than core and shouldn’t be comparable in that way.
Torch on War vs Torch on Guard
LB & Traps on DH vs LB & Traps on Ranger
Staff on Ranger vs Guard, etc.We all want what the other has, it’s called HoT powercreep and it’ll likely never change.
In this case we want a skill that we can actually use without a 90% chance to bug on something ^^ Scorpion wire is even worse than spirit weapons.
Could just make it like Binding Blade and pull your target a short distance if they’re in an evade. Still get a form of CC but the target is given some reward for predicting the pull and using an evade. Stability and invulnerability are not ubiquitous enough for these to be the only ways to mitigate something like this. Maybe make it a 1/2 second cast time too if needed.
yes plz make cast time a little longer like 1/2 cast or something with something easier to see and a sound que would be nice.. too fast! \(0A0)/
Or like Ranger’s Raygun of a pet? That 7k damaging AI skill has no warning and 3x more dangerous than some unblockable pull.
.
The bristleback’s F2 has an obvious tell, if you didn’t see the little turtle thing rear up on its hind legs before firing spikes at you that’s not the game’s problem.
Or like Ranger’s Raygun of a pet? That 7k damaging AI skill has no warning and 3x more dangerous than some unblockable pull.
.The bristleback’s F2 has an obvious tell, if you didn’t see the little turtle thing rear up on its hind legs before firing spikes at you that’s not the game’s problem.
Actually you could fairly easily, legitimately argue that the game is at fault, since the pets position is not related to the Druids. Therefor the druid can be placed as such that, while focusing on him, the pet can sit outside your field of view and do as it pleases. In fact, the druid can create this effect by design.
Furthermore human beings have limitations themselves, seeing as you need to focus on the target you’re engaging to both land offensively, and react defensively (on the druid), the druid can freely cast F2 without tell/animation. In other words the Druid is a big distraction so yes, it is that easy to miss the “obvious tell” of something you’re not reading or even able to see.
XD
Nice try though!
I know I can still try to avoid the F1 spear throw in the first place. But if you ever get hit by the first part of F1 skill, you seem to be completely at DH’s mercy.
The second pull part is unblockable and unevadeable. During the whole time being attached to the spear, the only option is using an invulnerable skill. The DH can then use LB2 or some other hard hitting skill to bait out your dodge and then interrupt it by the pull and then chain together some other powerful attacks.
There are quite a few other pull skills in the game and they are all evadeable. I don’t understand why this skill has to be this extra strong.
I like the DH virtues more than the guard ones because they are more interesting- actual skills rather than the more passive core guard virtues. But like nearly everything concerning HoT specs, it is difficult to understand why they are so strong.
But like nearly everything concerning HoT specs, it is difficult to understand why they are so strong.
Because they needed to make them strong enough that people would use them actively. Otherwise they would end up like the old virtues (and a number of classes signets) and just never be used as to not put the passive on cd.
YouTube
But like nearly everything concerning HoT specs, it is difficult to understand why they are so strong.
Because they needed to make them strong enough that people would use them actively. Otherwise they would end up like the old virtues (and a number of classes signets) and just never be used as to not put the passive on cd.
Then nerf the passives to the point it’s crazy NOT to use the actives
Then nerf the passives to the point it’s crazy NOT to use the actives
The passives bad already. The f3 passive is 1 aegis every 40 seconds. The f2 passive is 84 heal. The f1 passive is 2sec of burning every 5 attacks.
You have to realize that the old virtue’s actives where just as bad as the passives.
YouTube
(edited by Crinn.7864)
This was never a big deal when the DH was bottom tier. Please do not change this unique skill…it’s obviously not the mechanics of the pull that needs tuning.
You just have to avoid the first part. If it lands, the guard can get a cc off at a later time. This is both an advantage and disadvantage. An immediate CC like druid glyph or guard shield 5 can’t be reacted to. Even though it’s “unevadeable,” you can pop stab AFTER the chain lands. sure the guard has a little bit of time to decide on the pull time…the opponent also has some time to react.
Then nerf the passives to the point it’s crazy NOT to use the actives
The passives bad already. The f3 passive is 1 aegis every 40 seconds. The f2 passive is 84 heal. The f1 passive is 2sec of burning every 5 attacks.
You have to realize that the old virtue’s actives where just as bad as the passives.
This is exactly why I like the idea of the new virtues. They are fun (much more interesting than the old actives). But they are incredibly strong compared to the old virtues, which is baffling because it means you basically have to run DH as a guard (or be much weaker).
To me its beyond a matter of nerf this/that HoT trait/spec/ability. I can’t help but think that HoT is an almost totally pve driven and inspired expansion, it seems to go against many of the core concepts that made GW2’s spvp so outstanding- like coming up with different builds, the level playing field, fairly clear tells, etc.
I still love the game (spvp), but really, wtf were they thinking when they made HoT? Obviously not spvp.
Stability, out of range, line of sight, immediate stun break.
Stability works.
LoS doesn’t seem to even though it should (I’ve pulled people through cliffs/bridges/platforms/other significant terrain that LoS’s all my other abilities, especially and particularly the hills around graveyard and the bridges on Skyhammer).
Range is too large.
Stunbreak does nothing.
I know I can still try to avoid the F1 spear throw in the first place. But if you ever get hit by the first part of F1 skill, you seem to be completely at DH’s mercy.
The second pull part is unblockable and unevadeable. During the whole time being attached to the spear, the only option is using an invulnerable skill. The DH can then use LB2 or some other hard hitting skill to bait out your dodge and then interrupt it by the pull and then chain together some other powerful attacks.
There are quite a few other pull skills in the game and they are all evadeable. I don’t understand why this skill has to be this extra strong.
-1) every profession has way to play around the pull
-teleport out from the traps
-stability
-invulnerability-2) everybody can save a dodge and use it the second they get pulled in
-3) everybody can LoS the DH trying to use the pull, he won’t be able to pull you over from a lower level or from behind an obstacle
Not everything must be A to B gameplay…..
-teleporting out of traps means you still take 2/3 of the damage as they activate during the pull while you’re still in the air. Stability works but not every class has it on-demand and not every meta build has it at all. Invuln works but is almost always on 3x the cooldown of the spear pull and not every class has it.
-traps activate while you’re still in the air during the pull. No class can use any skill while falling. This means you still take 2/3 or more of the total trap damage before you even have control of your character again to even hit the dodge key.
-LoS is extremely finicky. Some terrain blocks it that probably shouldn’t, some terrain that very definitely should block it doesn’t (such as getting pulled straight down through the bridges on Skyhammer or through an entire bloody mountain around the GY on Foefire). More over it’s inconsistent—some times the little mole hills and barrels won’t LoS it, some times you get pulled through 30ft of solid rock. I don’t know if this is a latency issue or just very poor coding but I absolutely refuse to play Ranked if my ping is over 50ms (it’s normally in the mid-high 20’s), and I’m aware I can’t control for server-side latency or other players’ latency.
Or like Ranger’s Raygun of a pet? That 7k damaging AI skill has no warning and 3x more dangerous than some unblockable pull.
.The bristleback’s F2 has an obvious tell, if you didn’t see the little turtle thing rear up on its hind legs before firing spikes at you that’s not the game’s problem.
Not everyone is on a 4k 20" monitor, able to see a turtle’s hind legs “rear up” lol. When you’re mostly focused on Ranger and his boons, animations, etc it’s a bit difficult to see little legs stand up =/
Rev’s Glint heal & Engineers black dot of death are more noticeable than Ranger’s pet damages. You don’t know the attack is up until you see your health start dwindling down.
Rank: Top 250 since Season 2
#5 best gerdien in wurld
@Saiyan yes other classes have more obvious tells, but I still think this is primarily a L2P issue. You should know that a lot of the current meta builds for druid/ranger (and indeed most builds in general for them) rely on their pets for most of their damage. So if you are fighting one of them you need to be careful of the pet as that is where the damage comes from. You should be aware of it, and focus it down first if possible
You should be aware of it, and focus it down first if possible
I’ve saved Focus#4 blind, ToF, F3 for the pet’s Armageddon attack, basically playing 100% right but had no success. I’ve swapped to burn burst DH. If I won once it was because he didn’t expect it. The second time the druid stay cleared of his pet, my attacks, and cleansed everything efficiently.
There’s no “bursting down the pet” strategy and I guarantee you that strat isn’t used in higher tier games because it does nothing.
(If you can burst down the pet fast then you can do that to the Druid)
There’s no “smart play” involved when fighting a Druid 1v1 but I will say Druids are more balanced on point as initial bursts and cc can take them out. It’s why this game doesn’t have a 1v1 gamemode, that area needs a lot of work. (3v3 is plausible though)
Rank: Top 250 since Season 2
#5 best gerdien in wurld
(edited by Saiyan.1704)
they just need to add a way to tell its going to be casted, like ranger lb 4 or warrior lb 5
Or like Ranger’s Raygun of a pet? That 7k damaging AI skill has no warning and 3x more dangerous than some unblockable pull.
Nope, Bristleback’s barage isn’t instant, it takes around 1.5 seconds, plus it makes a very distiguishable sound.
they just need to add a way to tell its going to be casted, like ranger lb 4 or warrior lb 5
Or like Ranger’s Raygun of a pet? That 7k damaging AI skill has no warning and 3x more dangerous than some unblockable pull.
Nope, Bristleback’s barage isn’t instant, it takes around 1.5 seconds, plus it makes a very distiguishable sound.
Only for ranger, it has 0 sound for enemy.
[Teef] guild :>
I know I can still try to avoid the F1 spear throw in the first place. But if you ever get hit by the first part of F1 skill, you seem to be completely at DH’s mercy.
The second pull part is unblockable and unevadeable. During the whole time being attached to the spear, the only option is using an invulnerable skill. The DH can then use LB2 or some other hard hitting skill to bait out your dodge and then interrupt it by the pull and then chain together some other powerful attacks.
There are quite a few other pull skills in the game and they are all evadeable. I don’t understand why this skill has to be this extra strong.
-1) every profession has way to play around the pull
-teleport out from the traps
-stability
-invulnerability-2) everybody can save a dodge and use it the second they get pulled in
-3) everybody can LoS the DH trying to use the pull, he won’t be able to pull you over from a lower level or from behind an obstacle
Not everything must be A to B gameplay…..
If you get tethered, obviously you want to run out of range or find LoS. But DH can immediately pull. If you waste a dodge, you are doomed.
Of course, you need to dodge after the pull. But again being pulled to close distance is already a win for the DH. He can play the mind game of pulling, waiting for you to dodge then burst.
The end result of this unevadeable pull is DH gaining an overwhelming advantage of mind game.
Isn’kitten mind game also vs mesmer/thieves stealth opening?
In the DH case is several( dozen time ) time easier to win that mind game, the pull is just one, clearly visible and with plenty of time to counter it, if the dh use the pull after using his first trap rotations and you counter that, there will be plenty opportunity to pressure/kill him after wards before the second trap rotation is up, after which the dh won’t have his 50s+ CD skills available…so after the second rotation the dh is dead meat..easy.
If the dh uses a single trap…he won’t have enough dmg to worry you…assuming you’re not a full glass build in which case I’d call you a noob, because you’re out of place and out of role
If the dh uses multiple traps then he’s a noob and you should win easy…if you lose then you’re the noob ofc, it’s that easy.
DH is easy to outmanoeuvre, counter and predict..reason why you seen only one during WTS and reason why multiple DH team lose at high divisions
Ofc there is some exceptional DH out there who will beat you no matter what..but that’s just the player, it’s just one DH….
And before you ask…when I see 3-4 dh in the opposite team I use my ele (that’s like the only time to use ele as dh it’s the last remaining class an ele can actually counter and kill with good success)
Obviously I can still kill a dh with s/w druid, warrior, scrapper..you mention…it’s so kitten easy to kill an average dh..it’s not even funny
He is right. I still main ele and am happy to get 3 DH on oposing team …
But it´s not aplicable to average or lower skilled players and also doesn´t help in random matches with low teamplay and nearly no class swaping before start.
There DH is low skill cap with high kill potential and stacked all “Noobs” are like instant kills. This doesn´t make a balaced game impression to the mass even when DH is out of copetative high tier teams.
they just need to add a way to tell its going to be casted, like ranger lb 4 or warrior lb 5
Or like Ranger’s Raygun of a pet? That 7k damaging AI skill has no warning and 3x more dangerous than some unblockable pull.
Nope, Bristleback’s barage isn’t instant, it takes around 1.5 seconds, plus it makes a very distiguishable sound.
Only for ranger, it has 0 sound for enemy.
What? I can hear it.