Warrior – Teined
Guardian – Nomoreroomformyname
Happens all the time, I use it and one of 4 things happen:
1) They get pulled but only 1/2 way
2) They get pulled to me, but sort of bug out land in behind me then teleport back to the front of me.
3) They get launched 40ft into the air and land infront of me (they dont take falling damage, which imo is a shame)
4) Its works very nice and neatly and they land right in front of me. (rare)
This happening to anyone else? (I just do pvp by the way)
I’ve had the halfway pull thing happen to me about 6 times this week.
I’ve seen the halfway pull quite a bit lately. It seems like they’ll get caught up if a blade of grass is out of place.
Skills that pull foes seem to malfunction if there’s a height difference between the caster and the target.
Skills that pull foes seem to malfunction if there’s a height difference between the caster and the target.
I’ve pulled people of walls and onto rocks yesterday, and I have seen other pulls stop halfway on flat ground because there was grass or something.
It’s not as simple as you make it sound, I’m afraid.
Magnet Pull is very dependant on terrain. To launch a person into the air, pull them while you’re standing on a slightly higher elevation and they’re a little below you, but not on an actual incline. You need to be on a level cliff with like a little ramp down and them on a level plain beyond that (like a little ramp in the way). This will launch them every time, and is a lot of fun.
For the stopping halfway, if there are any obstructions or uneven ground, these will often trip them and cause them to fall halfway. If you’re on the lower elevation plane in the above example they will often stop half-way as well when they “fall” while being pulled. You cannot pull through obstructions level to the ground (think fences, barrels, and rocks), and “falling” along the way stops their movement (which is where terrain issues come in).
Pulls in general are pretty weird, as when pulling off a wall you clearly see the lateral portion of the pull occur before most of the vertical, but in other locations where both are on inclines this is obviously not the case. In essence I believe it’s using a similar pathing mechanic as teleport skills which typically travel along the ground and are interfered with by terrain gaps and elevation changes, instead of something like a leap attack that ignores such things.
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