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Master Ketsu.4569

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Posts posted by Master Ketsu.4569

  1. > @"Zodi.8932" said:

     

    > The problem here? I see Gw2 PvP as having 2 huge problems which keep it from being as good as other mmos for the foreseeable future. First the game mode of capturing points has literally been the only game mode in PvP for years, only deathmatch existed alongside it and that was short lived. This game mode does not really allow much individual skill to effect the outcome. It relies so heavily on a team playing well as a team together and rotating effectively.

     

    This is basically one of the main things I warned about when Anet decided to take the **"Just increase the cooldowns"** route ( https://en-forum.guildwars2.com/discussion/97262/why-increasing-cooldowns-does-not-reduce-spam-and-can-even-make-spam-worse#latest ).

     

    Increasing cooldowns across the board just makes rotating and +1ing significantly more impactful than it needs to be, and thus leads to "zerg-meta". And the important takeaway here is that this is not just some random opinion, **it is a mathematically demonstrable fact.** When you rotate to +1 someone, the chances of the +1 being successful come down entirely to whether or not your targets defenses and other cooldowns are up or not. Say you take a game balanced around an average cooldown of a defensive ability between most classes being 20, and increase that average to 40. Doing this is going to increase the chances of cooldowns being denied when the +1er comes around by roughly 50%. If you do it again and increase the average CD to 60, again to 80, 100, etc, each time you are going to incrementally give a higher chance of two sidenoders being out of cooldowns when a roamer +1s the fight. It's not some weird or difficult to understand theorycrafting mumbo jumbo I am talking about here, it's literally basic math lmao.

     

    This is why zerging down single targets feels so absurdly easy to do right now, despite the fact that they nerfed damage so hard in last years Feb 2020 balance patch. WvW is arguably in a better spot balance wise than sPvP now simply because they keep going with sweeping problems under the rug with dartboard cooldown increases, and all it does is further encourage outnumbering as a mainline strat. It's just not a sustainable balance method.

     

    At some point, Anet is going to have to either accept that they need actual changes targeting actual design flaws, or watch the population of this game go down the drain when Riot games releases their next-gen PvP-MMO competitor.

  2. > @"Eugchriss.2046" said:

    > For me the problems with this build are:

    > * unblockable + pulsing + combo field + condi traps:

     

    This is definitely something Anet should be concerned with design wise. AoE condi spam has absolutely no business being unblockable. These are generally the easiest to land abilities in the game, and therefore do not need the additional advantage of ignoring defenses.

     

     

     

  3. > @"Axl.8924" said:

    > > @"Master Ketsu.4569" said:

    > > The main issue I see with the patch is it's going to be a huge gift to necro players. Most other builds got a noticeable shave where problems actually existed, while necros got a completely random nerf that does not effect the class in any meaningful way.

    >

    > **Death Nova: Reduced the power coefficient of the Poison Nova explosion from 0.75 to 0.6 in PvP only.

    > Putrid Explosion: Reduced the power coefficient from 1.0 to 0.8 in PvP only.Death Nova: Reduced the power coefficient of the Poison Nova explosion from 0.75 to 0.6 in PvP only.

    >

    > This is so far what we got.

     

    Yes, and those changes are hilariously insignificant.

  4. The main issue I see with the patch is it's going to be a huge gift to necro players. Most other builds got a noticeable shave where problems actually existed, while necros got a completely random nerf that does not effect the class in any meaningful way.

  5. My 2 cents:

     

    Barrier nerfs to Ele and Scrapper were necessary. It was way too easy to live forever ( or until you get +1d lul ) with builds that exploit that shit.

     

    Fixing the exploit that allowed DH to cheese Maw was unexpected but appreciated.

     

    Necro nerfs missed the mark entirely lmao putrid explosion is not the issue with Necromancer. It never has been the issue with Necromance. Big lolwut nerf here.

     

    Ranger nerfs seems to be touching on decap druid ( which is good as that build is 100% braindead ), but the kickback on might actually be an unintentional buff to DPS builds with GS as it makes followup combos more fluid. Or maybe the buff was intended. Overall decent changes.

     

    Renegade nerfs actually (unintentionally?) added an element of skill to the build. It's still possible to gain over 20 might with vindication, BUT only if you are hitting from behind/flank. Anet may have added a level of interactivity to Renegade that was not intended, or maybe it was intended, but I do appreciate builds being nerfed in a way that encourages smarter gameplay.

     

    Warrior the changes to barrier and vig shouts are good, but I dislike the change to FC. FC is a skill that punishes mindless gameplay. It always feels good 1v1ing a warrior and then stowing weapons at the perfect moment to screw his full counter. I believe the nerf to it at this point is just catering to the lesser skilled crowd. I've noticed even in high 1600+ rated games many mongas still don't even seem to have stow bound to a key. At some point Anet is just going to have to let people gitgud.

     

    I think it's dumb that they touched Rune of Resist but not Trapper runes. Resistance is a necessary evil to combat a lot of the mindless condi spam builds due to how quickly most condi abilities cast, and nerfing it without also nerfing Cthief means it could easily creep into the meta which is bad as that build is universally hated even by the people who play it. I've been maining thief in WvW lately and I refuse to play that monkey trash build. Trapper rune enables mindless spam-aoes-on-point builds.

     

    Nerfing speed runes speed boost was fair and the right call though.

     

    Overall patch grade: **B-**, I think the biggest problem with it is not what it did, but what it DIDN'T do.

     

     

     

  6. Fire weaver isn't nearly as degenerate as condi mirage was.

     

    First off, understand that the main issue with condi mirage was it also had broken mobility/disengage potential in addition to being a "condi bunker". Also, around 50% of the damage comes from clonespam and passive procs from IH/DD/etc. What this meant was you could just unload on someone then kite around playing super passively while your clones continued to tick people for free damage and your other skills were on recharge -attacking and defending at the same time. This strategy was very effective, very easy to pull off, very low risk, and as a result also very uninteractive/annoying to fight against. It technically still is, it just doesn't seem as bad because the balance team has basically made the numbers on the class intentionally bad since it mechanically breaks the game whenever it is viable.

     

    Weaver has none of that nonsense. Weaver has different issues, such as the fact that too much damage is loaded into the stances instead of the weapon skills, it arguably has slightly too high sustain, and Ele animations have too much "animation that plays after the skill has already hit" going on. But none of these make it compare. Most of all, it does not have broken levels of mobility. Meaning it can only sidenode, and is not so effective as a roamer, and is thus much more susceptible to being +1d than Mirage was.

     

    TL;DR learn to rotate.

  7. > @"gmmg.9210" said:

     

    > TL;DR- ANET needs to hire some animators.

     

    It's a bit more complicated than just animations. It's also cast times and a lack of meaningful risk-reward factor in way too many abilities, which leads to "spammy" gameplay.

     

    Anet seems to not want to accept the fact that having huge AoEs with under 1s cast time is bad for the game, and instead tries to cover up said bad skill design by slapping longer cooldowns on them, which does not work and just leads to zerg-meta. They also need to accept the fact that mechanics that have low counterplay are very difficult, if not impossible to balance. Something that has no counter either has the numbers to win, and thus immediately becomes broken-tier in the meta because there is nothing to stop it from winning, or it does not have the numbers to win and thus does not see any play. This is the crux as to why games like Smite have more fun PvP than GW2. No, it's not because that game was designed for PvP. It's because the devs understand that everything needs counterplay or else you literally cannot balance your game, and it devolves into a spamfest of poorly designed busted abilities.

     

     

     

     

     

     

  8. > @"Math.5123" said:

    > > @"Master Ketsu.4569" said:

    > > The problem is less trapper rune and more:

    > > 1. Reveal on hit for stealth is a bad mechanic for PvP

    > > 2. DH has two unevadeable CC pulls, which combined with Reveal-on-hit makes for uninteractive and unskillful "spam AoEs " gameplay

    > >

    > > If you fixed stealth and removed unevadeables ( No skill needs to be unevadeable unless you are trash. Learn to count your opponents dodges ) trapper rune would be fine.

    >

    > Dh has no unevadable pulls.

     

    Hunters Verdict is unevadeable, and anyone who can't land SoJ from stealth is literally the worst DH in the entire game.

     

    Dragons maw is practically unevadeable. The skill itself is technically evadeable, but the AoE CC it creates when triggered is not. Thing is, evading through the trap triggers it. So the skill is for all intensive purposes unevadeable. You can also buffer/precast the skill into a teleport to instant-cast it on someone from long range -dodging this will not work even with godlike reflexes since you will still trigger the unevadeable AoE.

     

  9. The problem is less trapper rune and more:

    1. Reveal on hit for stealth is a bad mechanic for PvP

    2. DH has two unevadeable CC pulls, which combined with Reveal-on-hit makes for uninteractive and unskillful "spam AoEs " gameplay

     

    If you fixed stealth and removed unevadeables ( No skill needs to be unevadeable unless you are trash. Learn to count your opponents dodges ) trapper rune would be fine.

  10. > @"Dadnir.5038" said:

    > > @"Axl.8924" said:

    > > You gotta be careful with nerfs if reaper gets nerfed in sustain and dmg and ends up not being a scary monster who chases you with their reaper shroud, it would ruin the elite spec entirely.

    >

    > I doubt the thread is focused on nerfing the reaper.

    >

     

    And you would be correct. I consider Reaper to be the best designed spec that Necro has. Best animations, requires the most skill to play, most rewarding.

     

    Reaper vs Corenec vs Scourge is actually one of the best examples of what I meant by the problem of condi abilities lacking good quality animations. You generally can't tell which ability a scourge is using unless you intentionally get hit by them, and the casting animation of most staff skills are the same "Hold staff wave hand" nonsense. Reaper on the other hand has clearly discernible animations for each skill.

     

    IMO we really should just have an option for cast bars to put over players heads that can be toggled in options. GW1 had it and it increased the counterplay a ton. The idea for GW2 to not have cast bars was based around the idea of having animations, a design choice that WOULD be correct if the animations were actually well made. But they just aren't.

     

  11. > @"Loboling.5293" said:

     

    > **Point 4 - The problems behind Condition damage were not directly addressed.**

    >

    > I don't think this issue is separate from point 3. If skills that did lots of damage were obvious to the player, including condi attacks, players could respond more easily. Besides seeing a few very slight shaving to some skills. I think it's fine for condi damage to scale differently. Especially if they do the right thing and bring back damage with certain CC skills. Which will increase the burst of power builds. Skills like Prime Light Beam, Headbutt, Warrior Hammer 4, 5, etc. Skills that look impactful, should deal some damage. Even if it's a bit less than other skills. That would even out the damage disparity, and increase the pace of the games more, without making the gameplay more toxic.

    >

     

    You aren't wrong.

     

    I was mainly just trying to over-emphasize the problem of poor visual tells by showcasing various parts of the game where it's a big problem. Condi skills and traits in general have extremely poor quality animations and very low cast times when compared to their power counterparts. The fact that condi metas tend to get more hate than power metas is not a coincidence to this. It's an advantage that these abilities simply do not need to have, and adds nothing to the game other than to encourage spammy and unskillful gameplay.

     

    Like right now in the meta, I would much rather fight a good power Reaper necro than a Vanilla condi necro, even though the Reaper is actually capable of far more damage and utility. The reason is simple: Core condi nec has bad visual tells, and this makes it less interactive to fight. Half the skills coming out of it look like some variant of barely discernible auto attack handwaves that are so small you can't even see them over the damage number graphics. Even GW1 curse necros had better animations than this when you account for the fact that they had a casting bar. It also causes the build to require much less skill than it should, since the animation quality is so poor the most effective strategy is thus to just 1234512345 as fast as you can and defeat your opponents via Gish-Gallop.

     

     

  12. > @"Sheobix.8796" said:

    > Just tired of the bunker builds. If you down someone today, good luck stomping. There's so much CC and passive healing going around that actually finishing a kill is a luxury if there are 2 people.

     

    That's why I list it as a problem regardless of whether or not it was intended, failing to reduce the downstate pushed things towards bunker meta in a not very good way. Support specs that can instares can thus just build super tanky and yet force the other team to deal with them since they can res squishies over and over.

  13. The build actually isn't that strong. The only "problem" with it is it's yet another monkey build, designed to lack counterplay and require very little skill to play more than the build is designed to actually win games. Any build with invulns tends to shit on it. It loses 1v1 to weaver hard. Loses to a good renegade. Stalemates thief. Seems like all it can do is meme some warriors and fight dh cheese on point whoopdedoo.

  14. This is a thread that I wrote in pieces and mostly 6 month ago, and decided to post close to the anniversary of the Feb 25th mega-patch of 2020. The point of this thread is to showcase various errors in that patch that to date have not really been addressed, and have now evolved within the meta to result in some noticeable problems in the gameplay. This thread also exists to highlight some of the good ideas from the patch that proved successful in improving gameplay. Most of this also applies to WvW.

     

     

    **1. Downstate was never updated to match the changes in damage. ( Oversight )**

     

    A side effect of damage being reduced across the board is that downstate generally now lasts noticeably longer, and cleaving out a downed target can be a losing game in the presence of support specs. It seems that downstate was just never really accounted for when factoring in the DPS reductions, and this has had some serious repercussions.

     

    -”Support Balls” where multiple support/aoe damage hybrid builds ball together can be all but unkillable if they work together, because they can just instantly revive each other. This has proven an effective strategy in AT s, and is an extremely easy strategy to execute.

    -Traits that help with resurrection are now a lot stronger and can at times pretty much instantly revive someone. Blood necro is especially strong at this.

    -People in general staying in downstate for much longer than they previously would seems to hurt the flow of the game much more than anything. It also greatly increases the “Team rallybot” problem, where a teamfight can be won not by who plays better but by which team brought more stomp+revive options. “Build wars” aren’t fun.

     

    _Possible fixes:_

    -Consider reducing the HP pool of downstate, or the HP gained during revives by at least 10%

    -Consider nerfing traits/skills that aid in revival

     

     

    **2. Pet / Summon / Spirits HP and stats were never updated to match the changes in damage. ( Oversight )**

     

    “Pets” such as spirit summons, Necromancer minions, and other summoned “Adds” were never updated to reflect the changes in DPS. The most noticeable of this being their health pool. This means that builds that could previously be countered much easier by simply killing the adds ( Kalla Renegade and Minion master are two notable examples ) now take a lot longer to take down. It also results in various implementations of the “run away/sustain while pets play the game for me” ""“strategy”"" which are never good for the game.

     

    _Possible fixes:_

    -Just reduce the base stats of all pets/summons to match the damage reduction from Feb 25th 2020, and the inherent counterplay to these types of builds will be restored. This one is a pretty easy solution, as none of these builds were especially effective pre-patch.

     

    **3. Poor visual tells and poor balancing of the "Cast time + Effect" tradeoff continues to be one of the biggest balance problems plaguing GW2 PvP.**

     

    One of the good things about the Feb25th patch was that it did focus on some level of the concept that "Big damage should come from big tells." Unfortunately, it just didn't do enough. This continues to be the biggest issue with GW2 PvP, and why so many builds and skills that would otherwise be fine feel extremely frustrating to play against or feel very gimmicky to play due to the fact that a large portion of the damage comes from abilities that have very low cast times and/or poor quality visual tells. There's also the problem of big AoE abilties casting as fast as single target abilities, while doing either the same or even more damage. The result of this is a lot of mindless "Stand on point, spam AoEs" builds continue to dominate in conquest.

     

    A good example of this done right would be looking at the game SMITE by Hirez. All abilities have clear animations. You can easily understand what abilities are being used from a fair distance away. The vast majority of the most powerful abilities have a noticeable windup time to give players a chance to react. There are many reasons why Smite has a pro league and GW2 doesn't, and this one of them.

     

     

    _Possible fixes_

    -This issue is pretty self explanatory. Less damage coming from invisible passive sources, more coming from clearly recognizable abilities. This is something the patch did right, but just didn't do enough.

    -Consider adding a system of glowing skill symbols for certain abilities that appear over a characters head, similar to what existed for many skills ( Such as Ressurection signet ) from GW1. These "extra animations" Could be toggled on/off in player options.

    -Certain visual tells actually get blocked by damage text depending on your settings. This is a considerable oversight. Consider allowing players better control of the UI so this doesn't happen as often.

    -Consider giving more AoE skills the "Shackling wave" Treatment: IE, increase the cast time by double, and then increase the damage proportionate to the cast time increase in PvE to make up for the DPS loss so the change doesn't hurt PvE-only players. Having tons of AoE abilities that can be quickly cast in succession due to all of them being <1s casting time is one of the biggest factors in GW2 that causes the game to feel like the gameplay is "spammy".

    -"Reveal on hit" instead of "Reveal on cast" as a stealth mechanic is extremely controversial.

    -Consider giving stability a noticeable visual tell. This boon is easily the most important buff in PvP, and yet it has no visual tell at all. This forces players to constantly check their targets status bar. As a basic example from smite, CC immune players gain a golden VFX to their model.

     

    **4. The problems behind Condition damage were not directly addressed.**

     

    When it comes to power damage, the Feb 25th patch generally hit the mark: Spike damage needed to come down, because oneshots were way too easy as a result of the previous two expansions massive powercreep. However when it comes to how condition damage works, the changes that were mostly the reduction of passive stacks and increase to cooldowns didn’t quite touch on what specifically causes condi builds to be oppressive in PvP.

     

    To put it simply, the real issue with conditions is that they have three upsides to two downsides.

    Downsides: 1. Damage over time is inferior to instant damage 2. Can be removed/transferred.

    Upsides: 1. Damage is overall higher 2. Stat advantage ( Only 1 stat required -condition damage- VS 3 stats -Power, Precision, Ferocity- ) 3. Condi abilities generally have low visual tells and/or are heavily carried by invisible passives and AoE spam.

     

    The Feb 25th patch didn’t address this disparity at all, and instead tried to mask it with random numbers nerfs and dartboard cooldown hits. The result is that condi builds don’t really feel like they have seen any improvement in gameplay over the last year at all, and still for the most part come down to build wars instead of skill.

     

    _Possible fixes:_

    -To put it simply, either one of the upsides of condition damage should be reduced, or conditions need a new downside.

    -IMO the best solution is unfortunately the one that requires the most work: Condi skills should have the same level of animated tells and cast times as Power based skills. Getting hit with invisible passives and fast casting unblockable AoEs is probably what most people dislike about condi builds the most. In other words, see problem #3.

    -A band-aid solution is to increase the number of conditions removed by most condi clears by one. This isn’t the best solution by any means, but it's relatively easy to implement.

     

     

    **5. Not all CC s are created equal, and they haven’t really received the post-rework treatment that most expected. This has resulted in most CC skills being either a lot stronger or weaker than they should be**

     

    The basic change to CC in GW2 that came along Feb 25th is something I personally found favorable. Reducing stability and stunbreaks meant people actually had to actively try to avoid CC ( As opposed to just running around with 10 billion stacks of stab and never having to learn what the tells are for CC skills ), while removing the damage from CC also meant that CC now had to be used as a part of a skill combo than as a free kill when it lands.

     

    That being said, the main oversight here is this rework made it so CC that takes a long time to cast and have huge animations are not nearly as strong as they once were, while CC that have poor visual tells or comes with additional benefits such as being multi-hit in a huge AoE, unblockable, or even unevadeable got a huge indirect buff. So yet again, see problem #3. This disparity has not been well addressed over the last year, leading more and more builds to gravitate towards CC spam of unevadeables and unblockables. Gale, Dragon’s Maw, Shock aura, Sleight of Hand, and Darkrazor's Daring are just a few example skills/mechanics that are now much stronger than they need to be. Meanwhile, certain elite CC with huge tells like PLB still seem underwhelming.

     

    _Possible fixes:_

    -Consider removing the mechanic of unevadeable CCs from the game entirely. Unblockable CCs already perform the job of being able to break through block-spam, so unevadeable CCs don't really add anything to the game other than to further encourage the "Stand on point, spam AoEs" cheese-strategy.

    -Severely tone down CC s that have no visual tell, or give them a visual tell.

    -Consider “gain stability for 2s when you break a stun” a default mechanic of all stun breaks, similar to the trait “Glaring Resolve” minus the heal ( You only get the stab if you are actually CC-d when you use a stunbreak skill ). What this does is cut down on the effectiveness of CC spam, without the problems cause by “On demand” stability.

     

     

    **6. While sustain was brought down to match the damage reduction, Indirect sources of sustain really were not.**

     

    Many players warned before the patch went live that indirect sources of sustain such as barrier-spam and Necro lifeforce were not really being touched as much as they should. A year later, things have slightly improved, but this issue has overall proven to be a noticeable side effect. This can also result in a lot of builds that are better at bunkering than they should, because they gain a source of sustain that can be easily spammed. "Decap" builds are a solid example.

     

    _Possible fixes_

    -Skills and traits that have no ( Or an extremely low ) ICD tend to be the biggest offenders.

    -Pay close attention to bunker builds and what enables them. Too much bunker leads to an extremely stale meta.

    -Continue to monitor indirect forms of sustain that add more health but don't technically "Heal".

    -New players tend to have problems with skills like Defiant stance ( Warrior ) or Infused light ( Rev ) that convert incoming damage into healing. While it's easy to tell these players to "gitgud", and in many ways it really is a L2P issue, it's also another case of problem #3. The visual tell on these skills just aren't good enough to match how serious of a skill they are, to the point where it is easier to notice them by looking at their status-bar than their player model. The stats ( Cooldown/Duration ) on these skills and how they function are fine, but consider adding a brighter glow to them to help the noobs out.

     

    **7. "Just increase the cooldown" didn't work at all.**

     

    See thread: https://en-forum.guildwars2.com/discussion/97262/why-increasing-cooldowns-does-not-reduce-spam-and-can-even-make-spam-worse#latest

     

    Most of what I warned about in that thread has come to pass. The most effective method to kill someone in the game right now is to +1 them. While this has always been true, it's far easier now since the chances of two players engaged in an on point 1v1 being out of cooldowns is noticeably higher.

     

    _Possible fixes_

    -Consider why a skill is overpowered before nerfing it. More often than not, the cooldown has little to do with it.

    -In the case of GW2 especially, most skills that ended up getting a cooldown nerf actually have a cast-time problem rather than a cooldown problem.

    -In other words, see problem #3.

     

     

     

     

     

     

     

     

     

     

     

  15. Every class is balanced around by some form of resource mechanic. On Necromancer, Thief, or Revenant, their resource is obvious. But on classes like Ele or Ranger, it's a bit harder to immediately notice until you understand the class.

     

    In the case of Ranger, **your pet** is your resource. You have a companion that beats people up for you, regardless of what you are doing, and provides a small secondary set of skills. This is why Ranger is balanced to have slightly longer cooldowns, because if they didn't then they would effectively have a free DPS companion with no downside. Imagine if Ranger had the same cooldowns as Revenant, despite having no energy system. That of course would be completely broken and there would be zero reason to play any class other than Ranger. This is actually the very reason pre-nerf GS4 was considered an overpowered skill between oct 2019 and feb 2020 - it came with a CC attached to it, on only a 15s CD making it objectively the best block skill in the game, and as an added bonus you could have your pet smack people while you kited around with it.

  16. Thief as a class has a lot of busted mechanics that lack meaningful counterplay, and is thus highly exploitable at high levels of play. Rather than reworking those bad mechanics anet instead just nerfs thief damage and/or ini costs every patch, making the class feel bad and less fun to play. It's really a shame.

     

    SB5 nerf was probably the most heavy handed of these nerfs in the last year. Here we have shadowarts thief as meta running around, but rather than reworking SA and/or stealth mechanics we get SB5 ini cost nerf. And so the eternal problem of nerfing the wrong things continues until we are eventually left with a game where every class still has the root problems with their design functions for PvP in place, but every skill does 1 damage + has a 300 second cooldown + costs your classes entire resource. gee gee.

     

  17. > @"Arheundel.6451" said:

     

    > **IL is not a problem, it's a punishing mechanic for mindless button smashing**....the same people who keep claiming that IL is unbalanced are also the same people who claim **Full Counter** is balanced by comparison.

    >

     

    This is pretty much it. If anything, there should be more mechanics to punish spam, not less. The people whining about these things are usually the people who can be found playing some rotation-based build, like Vanilla condi nec, and then they get upset when their aoe condi spam suddenly starts healing the enemy for some reason leading to ZOMG NERF NOW PLEEZ PLO0X!!

     

     

     

     

  18. Most of these builds aren't nearly as bad for the game as you make them out to be, and are instead issues with mechanics.

     

    For instance, DH trapper is more of a problem with stealth. Because DH has a oneshot that is unblockable and unevadeable, the addition of stealth means that this build effectively has an uninterruptible, invisible, unblockable, unevadeable, instant one-shot. This would be far less of a problem if A: stealth was reveal on cast, instead of hit, and B: Anet toned up the ICD of how quickly an unevadeable CC can CC someone again ( They should **not** be able to instantly Re-CC someone who stunbreaks out of them ). Both of these are mechanics issues that have been problematic for years.

  19. > @"TrollingDemigod.3041" said:

    > Guys, atleast watch the video before writing any comment or add /s at the end of your sentence, since it's rather difficult to guess which one of you is trolling and which one of you is simply an ignorant.

    > The guy in the video is either lagging af or just using 3rd party program to give himself more mobility than the game allows. I would say nerf him by IP ban or something like that, I'm not necro main so I don't know much about proper nerfs in this case.

     

    Legitimate lag will never cause a person to move faster than their normal speed. They will jitter, but the time it takes to get from point A to B won't decrease.

     

    That dude is warping out of Engie nade range that he was within range of just seconds before. He's blatantly hacking.

     

     

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