Now with less clicking….
6 points things are changing.
Why not? If the moderator’s don’t like it they will just merge them anyway.
How did the passive of Signet of Stamina dodge the endurance recovery reductions across the board?
Lolwut warriors get more DPS
Don’t worry they will probably move it to Strength and merge it with Dual Wielding then give Warrior a new grand master for Arms.
I think basically they were going for a similar ascetic of the folklore of a seelie and unseelie fey only without the truly alien morality usually described.
Example the fae placed the human on a floor of coals, not because of cruelty, but because the human ‘dances and sings’ in an amusing way. The fae in the example does not understand that what amuses them is harmful.
The nightmare court is much different in that regard as they are understand cruelty.
yea I dont mind taking the time to learn then i just dont think i have the time to master an ele that well also when i need to work i might do pve and just send pet in and auto attack on trash mobs and alt tab to get some vb done
Be careful about that….
https://forum-en.gw2archive.eu/forum/support/account/Banned-Circumventing-idle-time-Restrictions/first#post3752135
And already there’s the conspiracy theories about Allie’s “sickness” again. Sigh. I shouldn’t be surprised or disheartened, but I still am.
I’ll note, approaching a CDI with the attitude of “well they won’t listen anyway” or “it doesn’t matter, just a publicity stunt” isn’t going to be of any use if they’re a legitimate attempt. All it’s going to do is be not-helpful, and if enough people do it I’m relatively sure ANet will just give up for real.
TL:DR? “This is why we can’t have nice things.”
From the CDI page 17
“Yes, like I said about the sustained vs burst, it’s not necessarily fully functional in the game. This is one of those things that we would have to balance with bringing other classes down a bit as far as damage output. Burst damage needs to have risk involved, and we know that right now many classes don’t have that associated risk.”
TLDR: “The other professions are why we can’t have anything.”
Churning earth takes 3 1/4 seconds to cast on an ele, you can’t move while casting it. Your life could be worse with those cast timers :p
yea it sucks, I used to play ele and I know churning earth is pretty bad, it should be instant but way lower damage blast
Not to be too offtopic, but that skill is one of those sPvP node based skills, however elementalist also possesses skills that can be used during the channeling/casting so not sure how the comparison is relevant.
Question is this a general catch all for all modes of play or is it focused on any mode over the others?
Drake I used intrinsic as I wrongly recalled Allie using it. I checked and it was ‘integral’ to the ranger. Similar not the same, but the context does matter.
I think that it would have also helped to get some more insight into the Ranger Design Philosophy and how profession will fit into all the game modes within that same philosophy.
After the intended ‘sustained damage’ reveal and term clarification the thread got really nonconstructive as many players and all of PvE favors burst and to a lesser extent multi-targeting.
Following that the impression I received was one of that the ranger is nearer to the teams design goal and needs more fixes while everything else is needing reigned in. Or cynically the other 7 professions are why ranger can’t have nice things anything.
(edited by Bran.7425)
I thought the buzz word was shave
Another problem is that along with lack of direction for discussion. There was the whole discuss other aspects of the profession that need improvement, when the pet is so intrinsic to the profession and it’s balance that all discussion will eventual (even if it is the small ‘while still accounting for the pet..’ or similar) come back to that.
One issue I see in all these request for balance is that (just image this is possible for the sake of discussion) once the game skills/traits are balanced (for conquest at least) and are played with for sometime in that state, the PvP community well get bored and request a changes.
So we could see new skills/traits added (and then need to be balance against existing ones or existing ones changed to work with the new) or we could see changes in skills/traits for just the sake of changing the flow/pace/compositions of PvP.
While I am sure that there are players who would see no problem in that there is still the fact that there are other play modes, with other objectives and that changes there could have effect not intend when taking the game as a whole.
In before OP is told to learn to play.
There is no skill. Only Zul.
Well the CDI is over. Was it a success or failure? We’ll have to wait, however I do not think they will be doing another profession-focused one in the near future.
All I can draw from this is the ranger community is probably one of the most divided of the profession.
Just wondering if A-net has decided to look at this at all? SHOULDERS!!!!! when we would just like shoulders.
Chris would it be possible for maybe some theme’d fractal experiences, that way you could include version of LS from the past for new players and or returning player that missed that content.
To that extent that could include drops of otherwise limit access materials/recipes/etc.
On these forums, anytime now… no pressure.
Question for Allie:
What PvE and/or WvW moments in guild wars 2 have been the most memorable for you as player?
Is there any chance that WvW and/or PvE will get there own semi-regular casts as well? That way players of each of the game modes could at least focus on their mode(s) of choice.
At the end of the day damage is damage, burst or sustained, and if they get the system balanced where over the coarse of 2 minute (or whatever long) fight ranger (and any other sustain profession) does X in who cares how many attack and the burst class does X in fewer (but spaced out) burst skills + minimal auto attacks.
Do you remember to Queens gauntlet? None of the bosses had defiant and they were still challanging for a single player. More or less.
They were also inherently immune to immobilize (and by default the bleed from ranger’s entangle elite skill) all without stating that in the “useful” under the name text. So while not defiant they were immune to an effect for the sake of not wanting to design around that status existing.
As stated in the CDI topic, rangers aren’t supposed to burst damage, we are supposed to do sustained damage with survivability, oh and we are the pet class.
Rangers ARE supposed to burst damage.
Go and try hunt down a deer by throwing eggs on it…
Sustain dmg is for the casters, and for those who praise Defense first.
And that is where you and the designers are going to butt heads. Belzebu is paraphasing the quote from Allie which comes down from the designers so… Rangers (according to those calling the shots) ARE NOT (so you can understand) going to be a burst class.
If you look at ranger the archetype is already (even just within the universe of guild wars 2) is a mess, with too many slight similarity to the thief on a basic level and in order to distance the ranger and thief we see them placing them at odd corners within their subgrouping (adventurers) from each other (all ranger really needs now is the high health pool to complete the image) Thief is more offensively design and ranger more defensively, ranger (as the designers intend) are sustain while thief bursts… (snark ahead grab salt {and tequila}) thief got lots of design time and innovation, ranger got a recycled pet system… the list goes on.
Not saying that the designer are/are not making a good call on the whole sustain call, but have the feeling that all they are wanting to do is balance around conquest pvp and hope the PvEer keep the game a float monetarily.
General Feedback on the ranger skills and trait-to-skill-interaction
- The major trait subgroups (traps, signets, and spirit) feel balanced around their performance when “enhanced” by grandmaster and master traits as oppose to baseline functionality.
- Shouts on the ranger barely follow the general share mechanic for shouts.
Guard being a glaring example of a ‘shout’ with a ground target and an activation time other than instant. - Signets do not follow basic signet mechanics and require a grandmaster trait to have the same basic functionality as the skill group would for any other profession.
Summarizing the general issue with ranger skills, most do not work “out of the box”.
Special note needs to be mention of the survival skill subgroup as they as followed
- Hodgepodge placement of effect. leading to a feeling of scraping the cutting room floor
- Lack of any shared mechanics (we do not really see or discuss survival rangers to illustrate that point)
Survival subgroup skills may be a case of the general lack of synergy within the subgroup (combined with a low expenditure of traits point for reduce cool down) might be the strength of the subgroup granting support to builds without being the total focus.
At this point I am thinking that it is past time for the CDI to at least move to a different phase as now vocal members of other profession communities are starting to plot generic *Well ranger needs help, but so does X". I just got caught up and saw a couple of those and it is a sign of more to come, might need to have people start flagging them simple as they do not add anything constructive.
While we are on the subject of fixing pets, isn’t it about time that we have the ability to name our pets, and have that actually recorded somewhere? I gave up naming my pets long ago as a waste of time and effort. If pet is so central to the design philosophy of the ranger at least fix this somewhat insulting bug.
Unfortunately Anet has stated that the pet names are working as intended.
Shame as that could have been one of the smallest effort (no balance change at all) to result in at least placate rangers for a bit.
After looking across the various sub-forum I noticed that often the sPvP focused players are very critical to the LS claiming that their mode of play is being completely ignored.
However it seems odd that while they are not getting shiny new maps every two weeks that every balance patch is basically centered on sPvP with little concern with how those changes effect WvW or PvE so while PvP is getting fewer updates those update generally have more impact on the entire game.
So summing it up: a PvE focused player viewing a balance update could often perceive it as the Developers do not care about my play experience
a PvP player focused viewing a non-balance updates could often perceive it as the Developers do not care about my play experience.
a WvW focused player viewing most updates could often perceive it as the Developer do not care about my play experience.
A stun is something that would totally make you unable to perform any action.
Immobilize is a SNARE. Two totally different things. You are right that when using lightning reflexes it uses the skill and keeps you in place, however, also not that it evades every attack while it is doing the animation. That is because a snare does not prevent you from activating skills. You can hit that, or signet of stone with the trait to make it affect you (if you are feeling very in danger in pvp). You can also use your 3rd shortbow skill to evade again after lightning reflxes.Those are just a couple ways to avoid the damage withing breaking the cc. It is also worth mentioning using healing spring as your 6 skill will remove a condtion (including immobilize), which is why I always take it over other healing skills. Another solution (which also happens to be my favorite) would simply be to hit 5 if you’re wielding a shortbow to daze him out of 100b. If you wield a longbow simply knock them back.
These are just a few simple options to get out and avoid the damage.
Not to nitpick, but Immobilize is a “ROOT”, cripple and chill are “SNAREs”
Think of it this way: You’re building a house and a 2×4 breaks while you’re trying to screw it in to something. Do you scrap the house and completely rebuild it because that one piece broke, or do you grab a new 2×4 and use that instead? Which do you think would be more efficient?
The pet seems more like the foundation than just a simple 2X4. And at this point the house is built and has been leased. With a crumbling foundation that the owner only patches instead of rebuilds.
Random note had a Freudian slip just now was going to wiki some to the pets that I don’t use often to work see what I could use them for and so hastily I typed “/wiki pests”
Realistic Ranger changes
You left out the normal nerfs all I see there are the usually steath nerfs.
I know this isn’t the correct format, but I can’t agree with the change on Sword skill #2 being inverted. The whole purpose of it is to break off the chain and disengage from combat via a dodge or sorts. If you make it so that you have to jump forward first, it will most likely get alot of people killed in WvW moreso than going backwards.
This is my only complaint for this CDI.
It would be a very different feel for the skills. I was talking to a friend a few weeks back when she finally got the inverted “Float like a butterfly, sting like a bee” reference with that skill.
Beastmastery & Pets:
- Pets need stat scaling.
- Stats could scale based on the Ranger’s stats and the pet’s family, with a weight on specific stats based on the individual pet
- Beastmastery should improve the pet stat scaling.
- Pets should take less damage from AoE and one-shot mechanics.
- Pets should take 30% damage from AoEs, be immune to one shot mechanics and take 25% damage from cleaves when not the selected target.
- Pets can’t keep up in combat.
- Melee range should be increased to 600 to accommodate the “run>stop>begin attack>cancel attack>run>stop” type mechanics you see throughout the game.
- Increase pet movement speed by 10-15%. Replace Agility Training with Vigorous training
- Pets have a hard time sticking to their target because they can’t attack and move at the same time. Increasing their speed could help increase their damage by just allowing them to keep up with their target.
- Allow pets to attack while moving.
Feedback 2:
I think that while the changes on how the ranger pet interact with AoE and immunity to mechanic would be a much needed quality of life change (that also doesn’t limit future development of content). However I could see it causing a bit of friction between rangers and mesmers (phantasms and clone), nercomancers (minion) and elementalist (elemental) pushing for similar quality of life changes.
PvX
Proposal Overview
If spirits are reworked as an aura on pet effect then a total redesign is necessary.
Goal of Proposal
To improve the utiltiy of the ranger
Proposal Functionality
Auras (maybe renamed aspect or heart) could use as a powerful buff assisting both the ranger and per as well as their allies in the form of the both a proc on hit mechanic that we already see on all but the elite skill and a passive while the aura is active like the elite currently has. Basically the aura’s would last for a duration (right now 60 second like the original spirit, but could have both the duration and cool down adjusted to make for a different pace/flow. Releasing the aspect could be worked out as a sequential skill removing the aura and starting the cool down. May need to be balance around only on aspect up at a time baseline
Aspect of Nature (ELITE): Activation time ~3/4 After Cast: X condition(s) are cleansed around the ranger. The ranger’s pet gains the Aspect of Nature: (duration) 60 sec effect allies within a radius of the pet heal X per second. Aspect of Nature grants a proc effect (same radius): add a % chance on hit to transfer a condition to the target hit. Sequential Skill: Nature’s Renewal release the Aspect of Nature in a burst removing conditions (number up to balance department) and reviving allies.
Aspect of the River (Water spirit) (Healing Skill): Activation time ~1 second After Cast: the ranger and their pet gain a brief non-regeneration heal over time. The ranger’s pet gains the Aspect of the River granting allies regeneration for a brief time. Proc on hit adjusted for functionality. Sequential Skill: River’s Surge (Aqua Surge) Release the Aspect of the River cast time 3/4-1 second heal the Ranger, their pet, and their allies. Healing increased based on the number of allies in the area (limited ranger/pet plus 4 maybe instand of just increasing the base increase the coefficients as well)
Aspect of the Storm: Activation time ~3/4 second After Cast: the ranger and their pets next attack deals extra damage (or is unblockable) The ranger’s pet gains the Aspect of the Storm granting allies swiftness. Proc on hit adjusted for functionality vulnerability on hit.. Sequential Skill: Call to the Storm (Call Lightning) Release the Aspect of the Storm cast time ¾ second dealing damage to foes near the pet (perhaps a knockdown) grants nearby allies vigor.
Aspect of Stone: Activation time ~3/4 second After Cast: Quicksand effect centered on the ranger’s pet. The ranger’s pet gains the Aspect of Stone Cleansing allies of cripple (and/or immobilize) on an interval. Proc on hit protection (as current spirit). Sequential Skill: Stone Song (Call Lightning) Release the Aspect of Stone cast time (not sure) immobilize foes near the pet grants nearby allies stability.
Aspect of the Sun: ~3/4 second After Cast: small pbaoe damage and blind centered on the ranger’s pet. The ranger’s pet gains the Aspect of the Sun granting allies short duration might on an interval. Proc on hit burning (as current spirit). Sequential Skill: Solar Flare Release the Aspect of the Sun pbaoe damage and blind.
Aspect of Frost ~3/4 second After Cast: Frost Armor for x seconds. The ranger’s pet gains the Aspect of Frost: removes 1 boon from enemies within short-mid radius on an interval. Proc on hit (as current spirit). Sequential Skill: Cold Snap Release the Aspect of the Sun pbaoe damage and chill.
New Traits Nature Magic
Adapt: Vigorous Spirit Replaced with Empowering Aspect: While under the influence of an aspect your pet has increased health and a greater chance to trigger their benefits.
Master: Spirits Unbound: Replaced with [Insert Name Here] lower cool down of Aspect skill and on use cleanse conditions on cast Nature: X additional condition(s), River: Poison and Bleed, Storm Blind and cripple, Stone weakness and immobilize, Sun: chill and ?, Frost Burn and ?
Grandmaster: Nature’s Vengence: Replaced [Insert Name Here] pets retain aspects when swapped. The Sequentials skills can be used on additional time before going on cool down
Associated Risks
The auras retain a certain level of passive effect which seems to annoy a vocal bit of the population. If the up time of the effects from either the After Casts or the Pulse are not well tuned yet. There could be imbalance in either direction (too weak/too strong).
PvX
General:
- Remove spirits. They clutter up the map and provide less strategic value with target changes.
- Instead, apply an aura to the pet that does the same thing spirits currently do.
- Obviously, this would be a huge rework and would require changes to spirit traits.
- More than any class in the game, Ranger requires a significant investment in traits before a large number of their utility skills are even work slotting.
- Ranger heals should match their purpose more.
- Reduce cooldown of Troll Unguent/add condi removal
- Increase radius of Healing Spring & increase cast time
- Reduce cooldown of Heal as one or reduce cast time.
Feedback 1:
On the removal of spirits are we looking at a complete rework, aura only with the deletion of the sequential skills (Cold Snap)? Are spirits, as auras, going to keep the current unversal summon time as that would seem unnecessarily long for an effect? What kind of up time/effect are we looking at?
The rework of the traits associated with the former spirits could be a good way of rethinking that huge investment for functionality of ranger utility skills.
The next WvW map will be 100% underwater, we will rule there.
Along with the necros.
Truthfully, it’s tough for the Ranger CDI to go anywhere, because what the Ranger actually needs isn’t clear. Active condition cleansing is a start, but other than that…what?
The Elementalist CDI will be much more clear: making Water Magic less mandatory and making glyphs more attractive. Necro CDI as well: better sustain and answers (though not necessarily resistance) to heavy CC. Rangers…it’s not clear just what they actually need.
You doubt the power of the RTL whining, sir.
but I can guarantee you that the VAST najority of the players in gw2 would gladly have balance classes over toxic, unbalanced, annoying classes such as thieves currently.
That statement is equal bias as you should only speak for yourself not the vast “najorities”
Would it make you feel better if the thief whispered “surprise” first?
Please show me a thread where people want classes to remain unbalanced and toxic. Up until now, both ingame and in forums I have never heard anyone (serious) state that they want such toxic and unbalanced game.
Im sorry, but I dont think that is a bias, it is simple truth corroborated by the countless threads and commenters asking for balance. Everyone have different views on whats out of balance, but as proved by upvotes and threads about the topic; thieves and warriors are indeed out of balance, plain a simple.
Show me a thread without subjective view of balance first. Just because a portion of a obvious minority (forum viewers) does not equal the total picture. Not arguing whether or not imbalances exist, but the fact that your statement is colored by your preference in profession.
No class changes should EVER occur based upon spvp. Maybe, and I mean maybe, 5% of the gamers play this. 95% of the player base should not be penalized to make that 5% happy.
oh is that so? Well then, 40 secs 1200 range RtL would have to like a word with you, healing regen vigor duration for eles would also like to have a word with you. Face it, class balance should be dictated mostly for an enviroment where all classes are on equal footing. But of course, each part should have their own balance, which is why there should be more splits between PvP and PvE.
Besides, any decent game developers knows better than in order to keep a game healthy they must make the changes needed, not the changes that might make a few people happy. In this case your numbers are totally made up and I wont do the same, but I can guarantee you that the VAST najority of the players in gw2 would gladly have balance classes over toxic, unbalanced, annoying classes such as thieves currently.
That statement is equal bias as you should only speak for yourself not the vast “najorities”
Would it make you feel better if the thief whispered “surprise” first?
They would weaken the pet to outright uselessness with that kind of trait, just look at the hyena compared to other canines with just a slight summon uptime.
Could we get the Anet definition of ‘amazing’ here? Is this code for something else?
Enemy AI and Pet AI are intertwined, but I’m pretty it’s not quite to that extent.
I mean, it’s not like wild Pigs have Forage, or pet Reef drakes have that AOE pull, or pet Moas turn around and run away when their health starts getting low.
Maybe the pigs do have it and that is why maps with no pig have less environmental weapons….joking.
I think I know why they’re not appearing as excited . . .
They knew the whole pet thing was coming up and they know that fix would take an incredible amount of manpower to actually work on. And it’s a good chance trying to reinvent the behavior engine (stop calling it AI, it’s not) would screw it up in some other way to make things worse unintentionally.
Could you imagine three months from now “yeah the enemy AI is kicking your teeth in because now it can dodge, but we had to put that in so pets could too”. People would be flipping tables over mobs being able to behave like people want pets to.
I doubt that was the only reason. It took a lot of effort just to get clarity of terminology. If they would just be more transparent with ranger community they would not have to play ‘not it’ when dealing with it.
Suggested Proposal Format:
Specific Game Mode
PvX
Proposal Overview
This has probably been mentioned but I feel that pet’s F2 skills should interrupt whatever action their AI has them doing.
Goal of Proposal
To make Pet F2 skills reliable.
Proposal Functionality
Make casting the Pet’s F2 skill instantly cancel whatever action the pet is performing, and start their F2 skill channel.
Associated Risks
None that I can see.Yeah, their already doing this.
It’s apparently in the next feature patch.
Probably at the expense of putting the interrupted skill on full cool down or placing a lock on the F2 after a switch to prevent loss of the skill when use just after a switch.
Regardless of what they can or can not do, one glaring issue is that it seems that no one in Anet is really excited about the Ranger CDI (not how Whiteside seem for the fractal one) and it give the appearance that Allie has to pull teeth to get anyone else involved.
Seems to me that she drew the short straw and got stuck with dealing with that CDI.
How quickly you can revive someone?
Was much quicker in the previous game with “Flesh of My Flesh”, let alone “Resurrection Signet” or a couple other skills.
Good luck with that when I’m playing ranger.
Ranger/Rit was rather useful for that.
And currently, strangely, rangers are kind of resilient enough to heal. And if they pack “Search and Rescue” it counts twice as much. Seriously that skill is kind of underrated for ressing.
Not really it can be very buggy (not work on an incline), the effect is very slow (when compared to casted alternative) the lower cool down that would help balance it is not in place in spvp.
I guess the whole hardly seeing it surprise factor, but…
Welcome to Ranger. Get used to unfavorable balance adjustments (many ‘out of left field’).
I would still like to see anet buff pets to the point that was near the damage output in GW1 with 16 beatmastery when you put 30 points in the current rendition of the beastmastery trait line… Also if we could get a list of ideas they had taken from the thread so we knew were to focus the rest of the week it would be grand.
The people screaming to remove pets still need a slap in the back of the head cause they are kittening off people who are trying to post ideas on how to fix the pet mechanics or possible ways to fix pet mechanics.
It’s not so much that people want the option to get rid of the pet to be more viable as it is people just wanting to not have a pet period and play an archer. Warrior/Thief is simply not a substitute. The fact is there exists no accommodation for a given style of play, and a lot of people just get upset about it. I’ve mained ranged DPS in every game I’ve played since Runescape Classic and attempted to in GW2. Simply, the game just has no option for something that feels like it available. Bow warrior and shortbow condi thief are good builds, but they’re far from the archer role.
Frankly, the blatant dismissal of the option to remove pets is really dejecting, as I find people get really defensive about the option to stow them for damage augmentation. When you consider just how much utility the pet provides, and how doing so allows for further expansion for exclusively-beastmaster builds, the fix seems very appropriate and comes at quite the cost. People simply asking for the same potency without the pet/gaining all utility without it are of course just in the wrong, though.
There are just a lot of people, myself included, who fail to have any connection with the classes in the game, notably just because of the dependency on pets which forces ranger from being a proper ranged/archer DPS class, and the lack of options to pursue that is just frustrating and really detrimental to the whole experience.
I am not understanding how the warrior (or thief for that matter) while wielding a bow not an archer to you. Is it the traits they have (or lack) concerning the bow? Just kind of confused about the thoughts on this.
If it is the lower damage potential of ranged combat then that isn’t so solely a problem with ranger, but with the entire PvE side of the game.
The Ranger isn’t expected to do burst damage. By sustained, we mean that the Ranger should excel at surviving (resilient) through burst while still doing enough damage over time to take the opponent down.
This to me is the essence of the ranger class problem in wvw/dungeons. A ranger is really good at solo roaming, but doesn’t have any real goods to help a team. In teamwork a ranger is far worse at things than other classes. Mix in the pet as a liability sometimes gives us a “bad” name when partying.
spirits and spotter are nice for teams, though we need to spec for it to make it work, which means we loose damage or survivability. Speccing 20 for spotter and 20 for spirits to follow, leaves us with only 30 points left. Those 30 will mean less precision or less toughness…
My only addition would be to make spirits follow a lower trait and move spotter to marksman, and increase our abilities for meaningful aoe and boons.
Spotter is in markmanship, perhaps you mean a different trait line? I doubt we will be seeing “meaningful” aoe as the design philosophy state the intention for ranger to be single target focused.
I think the major problem at this point is that the current game is not designed to work as well with a sustain/single target play style and to reduce the shock of the shift (that would allow non-burst to function) they are taking small steps, while not addressing that ranger (and any other sustain focused profession) would like to function in the present not in just a pipe dream balance future that may or may not ever be fully implemented.
The is also an issue with a divide in the profession that are not willing to accept the shift in focus away from either burst and/or area-of-effect.
I think it would not be an unreasonable request to have the design team perhaps do a live stream/or a pre-recorded video to address the reasons for the shift in focus and to give the community the information it will need to grow into that shift (or to change professions/game mode/game).
This is why I still think the better solution is to simply give the pet aegis on Ranger dodge or evade.
This way the Ranger doesn’t need to dodge for himself and a second time for the pet. Simply dodging once will grant the pet enough protection from 1 hit mechanics. It would also give the pet much needed surviability in WvW.
A short internal cooldown of one aegis every 5 seconds to ensure the pet doesn’t get one every GS cycle is all it would take to keep it balanced.
Give the aegis a reasonable duration and call it aday.
Not quite that easy there are many “1 shot” mechanics that are in fact numerous hit (usually 3-ish) and some that ignore blocking mechanics entirely.