4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Path of Scars
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Oh no that would be WAY too overpowered!
….says every thief, elementalist, guardian, mesmer and warrior
No, that would be OP.
Jade Quarry – Team Savvy – #1 NA WvW Solo Guild
Shut up with stupid suggestions pls that dumb down the game for your lack of skill.
Everything is underpowered! Everything is OP! Nerf them all! Buff them all!
HoT = WvW players forced to PVE
Does the pull knock them down at your feet?
It should do immobilize when it travels away and then pull when it travels back.
Otherwise it’ll be too easy to avoid the pull.
you are right that a normal pull is too easy to avoid. My engineer Tool Kit has a pull like that that many avoid indeed.
I miss a lot with my Tool Kit pull, and even if it works they dodge the moment they land (tip: dodge as well and roll alongside of them…)
Don’t forget that in any kind of group fight a pull is a death sentence for your target.
If it works, that’s why it should give them the opportunity to avoid it.
So yep: it will fail a lot…
Does this mean it should be made stronger, and immobilise or something in the same skill?
No, I don’t think it should be made stronger.
Path of scars has a very short cooldown for a pull, it also has very good damage added in that pull.
It will be extremely strong as it is.
Yes, it will be avoided very often, but no: that is not a bad thing.
It will be far from useless, even if not fail proof.
That’s how the best skills should be: balanced.
(edited by Kimbald.2697)
Does the pull knock them down at your feet?
remains to be seen, but if it works like my engineer pull, it will at least interrupt them at melee range, making it always usefull even if the target is close.
Interrupt, not a real knockdown or stunning mechanism.
But a melee interupt is a nice little extra usage for what is designed as a ranged pull.
Shut up with stupid suggestions pls that dumb down the game for your lack of skill.
Dojo, the guy was just posting a thought. Relax, dude! Geez
more projectile speed would be nice, with its current speed just moving a bit left or right is enough to avoid it, you don’t even need to dodge)
more projectile speed would be nice, with its current speed just moving a bit left or right is enough to avoid it, you don’t even need to dodge)
That’s true but note that if the ranger moves with you, the axe can still land since it is ultimately using the heading of the position of the ranger at the moment of flyback.
Oh the tower defenders I’m gonna pull >:]
I can see the loot bags now~
@topic
That would be too much. We already have so many sources of immobilize and snares, it would be too strong if we had another one and it’s followed up by a pull. Also, guys please don’t talk like everyone is gonna dodge all the pulls every single time. If they dodged your pull, you just made them waste a dodge. Or better yet, make them dodge twice before using this to make sure it connects.
Doing It With Style
www.exg-guild.com
not only immobilize and pull,but also push again…also if the target has stability we steal it just when we put our fingers on the keyboard button..if he has aegis we do 200% more dmg and ofc we steal it too
Oh the tower defenders I’m gonna pull >:]
I can see the loot bags now~
It’ll be like when they buffed engineer’s magnet… people will take some time to get used to it, so they’ll fall for it quite often in the beginning. Eventually people will learn to be wary of it though, but it’s really satisfying yanking someone of the wall.
Unless you yank an ele, because they just do /dance.
I think the traveling away section should knock them away while the return brings them back. Both sections don’t actually stun or knockdown the enemy in either way though so he can carry on attacking.
I also think everybodies auto attacks should do this.