Scorpion Wire

Scorpion Wire

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Posted by: Kibbles.9813

Kibbles.9813

The skill has been wonky since release, but recently I haven’t been able to get a decent pull out of Scorpion Wire to save my life. Four times out of five the projectile is “obstructed” by perfectly even terrain, and when it does manage to hit a target it merely acts as a knockdown instead of a pull, moving them by maybe an inch at most with no Stability or other abilities blocking it.

Can we get this skill re-examined in a future patch to make it more reliable?

Kynn Snagtooth [TCFM] – Tarnished Coast

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Posted by: nagymbear.5280

nagymbear.5280

The skill has been wonky since release, but recently I haven’t been able to get a decent pull out of Scorpion Wire to save my life. Four times out of five the projectile is “obstructed” by perfectly even terrain, and when it does manage to hit a target it merely acts as a knockdown instead of a pull, moving them by maybe an inch at most with no Stability or other abilities blocking it.

Can we get this skill re-examined in a future patch to make it more reliable?

Longbow rangers had the same issue with their weapon skills. I wouldn’t hold my breath on a fix in this anytime soon.

Khert Devileyes – Ranger / Mano Negra – Thief / Nagymbear – Warrior /
Elona Bonechill – Necro / Fionna Gymirdottier – Guard /// RoF

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Posted by: Arkantos.7460

Arkantos.7460

The skill has been wonky since release, but recently I haven’t been able to get a decent pull out of Scorpion Wire to save my life. Four times out of five the projectile is “obstructed” by perfectly even terrain, and when it does manage to hit a target it merely acts as a knockdown instead of a pull, moving them by maybe an inch at most with no Stability or other abilities blocking it.

Can we get this skill re-examined in a future patch to make it more reliable?

The knockdown only appears if you were not in combat with your Opponent!
You have to do the first attack to push him to your Position.
But the Speed of the projectile is simply to slow.

Good Thiefs are average,
Skilled Thiefs are dangerous

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Posted by: roamzero.9486

roamzero.9486

It’s a terrible skill. All the pull skills should function like the Engie one (the only one close to being reliable), but with different graphical effects to fit the skill descriptions.

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Posted by: Alrair.1329

Alrair.1329

After carefully observating, I am sure it gets obstructed by Neutrinos.

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Posted by: Travlane.5948

Travlane.5948

It’s a terrible skill. All the pull skills should function like the Engie one (the only one close to being reliable), but with different graphical effects to fit the skill descriptions.

its an AWESOME SKILL….when used in 1v1. roaming too. otherwise iw ouldnt use it in hilly areas or corners etc.

IN ORDER TO FIX SCORPION WIRE….

1) Fix it so the terrain rarely ever messes with an obstruction
2) Make the wire fire 2x faster
3) Make it cause cripple for 4 seconds
4) Fix it so that every hit pulls them to you no matter of a lip of an edge or whatever. 1 hit = 1 pull 100% of the time.

yup thats all it takes.

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Posted by: Geiir.7603

Geiir.7603

It’s a terrible skill. All the pull skills should function like the Engie one (the only one close to being reliable), but with different graphical effects to fit the skill descriptions.

its an AWESOME SKILL….when used in 1v1. roaming too. otherwise iw ouldnt use it in hilly areas or corners etc.

IN ORDER TO FIX SCORPION WIRE….

1) Fix it so the terrain rarely ever messes with an obstruction
2) Make the wire fire 2x faster
3) Make it cause cripple for 4 seconds
4) Fix it so that every hit pulls them to you no matter of a lip of an edge or whatever. 1 hit = 1 pull 100% of the time.

yup thats all it takes.

This.

Melder – Thief

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Posted by: Cynz.9437

Cynz.9437

if only it was as reliable as engi version -_-

All is Vain~
[Teef] guild :>

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Posted by: Barfoi.9537

Barfoi.9537

merely acts as a knockdown instead of a pull, moving them by maybe an inch at most

From the few times I’ve used it, it seems like that happens when you don’t have a (reliable) line-of-sight with the target. For example, if you try pulling someone off a cliff/ledge/etc., if they’re not on the very edge, then they’ll get “pulled” into the terrain instead, and it’ll only look like a knock-down.

Unfortunately, the sensitive nature of the skill probably causes other unrelated issues to be compounded into one. Targets aren’t always in the location you see on your client, for example, and the server (presumably) will then process the skill differently than you’d expect. Collision and/or collision-detection also seems to fail for certain scenarios (for whatever reason(s)…), so that can also result in a failed skill.

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Posted by: Alrik Vas.3507

Alrik Vas.3507

I got a decent pull out of it last night on a warrior. He looked pretty surprised that it worked, maybe he’s a former thief.

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Posted by: Highlie.7641

Highlie.7641

a few common tips for S.Wire:
1. you can pull people off siege.
2. i find if you stop moving before using wire it works more often.
3. Returning and using S wire is glitched, it will put it on cd. (unless your facing them)
4. S.wire is a great tool for pulling players ressing. and more importantly it makes fighting mark necros a joke.
5. S.Wire + tripwire makes fighting thieves a walk in the park.
and finally a tip for tripwire. Cast trip wire, instantly hit infiltrators signet, you will port to the enemy player and drop T. wire, its to fast to dodge, enjoy

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Posted by: ens.9854

ens.9854

It baffles me how they can have a working version of a nearly identical skill and this one is still glitchy as hell.

Just like they can’t figure out teleport fails either, or teleporting into meshes, or properly fix teleport shortcuts to either work or not work, or even be consistent on opposing sides of the same map.

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Posted by: Viking Jorun.5413

Viking Jorun.5413

The only time I’ve found it useful is in Skyhammer for pulling people off of A and C, as well as getting the gunner onto the platforms.

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Posted by: makiface.3286

makiface.3286

Engineer pull is really buggy too. Barely works half of the time. What they need to do is make pulls and dashes lift the player up a bit to avoid random floor obstacles. Treat it more like a leap.

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Posted by: Alrik Vas.3507

Alrik Vas.3507

That’s an interesting suggestion. hrm…