I don't have a problem with gap closers closing gaps even when dodged - but that doesn't mean I want them to be undodgeable.
I dont like the idea of buffing zergs furthermore by allowing them to pull everything into their middle for instant killing without any chance to avoid it.
There is a difference between charging to an enemy or into an enemy group and pulling someone into your own group. In the first case you take the risk, in the second the other player has zero chance without you risking anything.
The game is already belanced towards zerg groups. These dont need another buff.
Edit: corrected my basic school english
I dont like the idea of buffing zergs furthermore by allowing them to pull everything into their middle for instant killing without any chance to avoid it.
There is a difference between charging to an enemy or into an enemy group and pulling someone into your own group. In the first case you take the risk, in the second the other player has zero chance without you risking anything.
The game is already belanced towards zerg groups. These dont need another buff.
Edit: corrected my basic school english
It punisihing zergers as they pulling themsleves out of thier swarm. Got funny moments of that when several seconds were enough to kill such zerger and than run away from his incoming swarm .I dont like the idea of buffing zergs furthermore by allowing them to pull everything into their middle for instant killing without any chance to avoid it.
There is a difference between charging to an enemy or into an enemy group and pulling someone into your own group. In the first case you take the risk, in the second the other player has zero chance without you risking anything.
The game is already belanced towards zerg groups. These dont need another buff.
Edit: corrected my basic school english
Empowering Chains pulls the user to his target...
kendellking_chaosb14_ESO wrote: »It makes sense you thrown chains to grab someone andif they don't hit anyone it fails.
TheDarkShadow wrote: »kendellking_chaosb14_ESO wrote: »It makes sense you thrown chains to grab someone andif they don't hit anyone it fails.
Well, if the target dodge the chain should still grip on the ground where the target was and pull you there.
kendellking_chaosb14_ESO wrote: »TheDarkShadow wrote: »kendellking_chaosb14_ESO wrote: »It makes sense you thrown chains to grab someone andif they don't hit anyone it fails.
Well, if the target dodge the chain should still grip on the ground where the target was and pull you there.
Ambush you Telepart to the Target, Crit charge, Shield Assault you run to the target. Toppling Charge, WW leap and DK Leap you jump to toward the target all have the something you aim and move toward the person.
With chains you pull them to you or yourself to them but they need a target to grab hold of.
kendellking_chaosb14_ESO wrote: »TheDarkShadow wrote: »kendellking_chaosb14_ESO wrote: »It makes sense you thrown chains to grab someone andif they don't hit anyone it fails.
Well, if the target dodge the chain should still grip on the ground where the target was and pull you there.
Ambush you Telepart to the Target, Crit charge, Shield Assault you run to the target. Toppling Charge, WW leap and DK Leap you jump to toward the target all have the something you aim and move toward the person.
With chains you pull them to you or yourself to them but they need a target to grab hold of.
kendellking_chaosb14_ESO wrote: »My point is all gap closers shouldn't do the same thing. A few should be different otherwise what's the point.
I hardly see gap closer that not working in 70% of casts as fixed. And OP asking not about make it undodgeable but to pull caster to target even if cast was dodged, like any other gap closer.They finally fixed the Templar gap closer and I think the NB gap closer to get rid of the last two holdout gap closers that were undodgeable.
Please, hell no don't introduce another undodgeable gap closer after you just fixed the last two.
TheDarkShadow wrote: »kendellking_chaosb14_ESO wrote: »My point is all gap closers shouldn't do the same thing. A few should be different otherwise what's the point.
All gap closers are different, I agreed.
Chain give you Major Expedition, refund magicka or give Empower.
Crit Charge crit or slow target.
Shield Charge stun target.
Ambush ignore terrain, have no min range, slow and DoT or Empower (the most OP gap closer, hand down).
Templar Charge AoE, interrupt or stun.
But, BUT, the KEY effect, the MAIN reason they're called a GAP CLOSER, is that they close the gap between you and the target, no matter if other side effects like damage or stun can be avoid with dodge or Immovable, the main effect is gap closing should-still-work.
I don't ask for the damage of it to be un-dodge-able, I just ask for it to close the gap between you and the target even if it's dodged, just like every other gap closers.
kendellking_chaosb14_ESO wrote: »TheDarkShadow wrote: »kendellking_chaosb14_ESO wrote: »My point is all gap closers shouldn't do the same thing. A few should be different otherwise what's the point.
All gap closers are different, I agreed.
Chain give you Major Expedition, refund magicka or give Empower.
Crit Charge crit or slow target.
Shield Charge stun target.
Ambush ignore terrain, have no min range, slow and DoT or Empower (the most OP gap closer, hand down).
Templar Charge AoE, interrupt or stun.
But, BUT, the KEY effect, the MAIN reason they're called a GAP CLOSER, is that they close the gap between you and the target, no matter if other side effects like damage or stun can be avoid with dodge or Immovable, the main effect is gap closing should-still-work.
I don't ask for the damage of it to be un-dodge-able, I just ask for it to close the gap between you and the target even if it's dodged, just like every other gap closers.
Ambush had no DoT or Snare you just added the effects both morphs Ambush has Empowered and can use stealth bonus. Lotus Fan has a AoE snare and a DoT but can't get a stealth bonus. Ambush is great but the Stun from One Hand and Shield is better.