WordsOfPower wrote: »I read this as "why can't I be allowed to run away without people catching me up? "
Gap closers are a good part of the game, and in fact are buggy as hell in their current form.
What is the advantage in just allowing people to disengage from any fight because gap closers have been nerfed in the way you suggest?
Why do we want a meta where its easier to flee?
The7thLettter wrote: »WordsOfPower wrote: »I read this as "why can't I be allowed to run away without people catching me up? "
Gap closers are a good part of the game, and in fact are buggy as hell in their current form.
What is the advantage in just allowing people to disengage from any fight because gap closers have been nerfed in the way you suggest?
Why do we want a meta where its easier to flee?
This isnt a meta, I’m simply stating that gap closer should have a higher cost when spamming them. If I’m in a situation where I’m getting gap closed by 3 different people at once, with 7 more running behind them, what should I do to counter that?
The7thLettter wrote: »WordsOfPower wrote: »I read this as "why can't I be allowed to run away without people catching me up? "
Gap closers are a good part of the game, and in fact are buggy as hell in their current form.
What is the advantage in just allowing people to disengage from any fight because gap closers have been nerfed in the way you suggest?
Why do we want a meta where its easier to flee?
This isnt a meta, I’m simply stating that gap closer should have a higher cost when spamming them. If I’m in a situation where I’m getting gap closed by 3 different people at once, with 7 more running behind them, what should I do to counter that?
MovesLikeJaguar wrote: »So let's take the 2-handed gap closer into consideration: one-bar builds use it as their main source of mobbing in PVE a lot of the time. They don't have the bar space to add any other multi-target attack, so the gap closer is the one to use.
Regardless of that outlier example which is already not an issue, I don't think it's an issue in general. Streak isn't a gap closer in the normal sense; it doesn't need a target. It's a teleport that lets you get out of a combat area, or can be used to close distance. The reason it increases in cost after the first cast is the same reason roll dodge increases in cost after the first use; you are able to get out of combat faster and without much worry if you can just spam those abilities. That use case is not the same for other gap closers.
The7thLettter wrote: »MovesLikeJaguar wrote: »So let's take the 2-handed gap closer into consideration: one-bar builds use it as their main source of mobbing in PVE a lot of the time. They don't have the bar space to add any other multi-target attack, so the gap closer is the one to use.
Regardless of that outlier example which is already not an issue, I don't think it's an issue in general. Streak isn't a gap closer in the normal sense; it doesn't need a target. It's a teleport that lets you get out of a combat area, or can be used to close distance. The reason it increases in cost after the first cast is the same reason roll dodge increases in cost after the first use; you are able to get out of combat faster and without much worry if you can just spam those abilities. That use case is not the same for other gap closers.
But one could argue the same exact thing about spamming gap closer… if you’re going to punish someone trying to get away from someone with those abilities then the same should be done to someone spamming one ability on the one escaping 😂 like what is that logic?
FirmamentOfStars wrote: »The7thLettter wrote: »MovesLikeJaguar wrote: »So let's take the 2-handed gap closer into consideration: one-bar builds use it as their main source of mobbing in PVE a lot of the time. They don't have the bar space to add any other multi-target attack, so the gap closer is the one to use.
Regardless of that outlier example which is already not an issue, I don't think it's an issue in general. Streak isn't a gap closer in the normal sense; it doesn't need a target. It's a teleport that lets you get out of a combat area, or can be used to close distance. The reason it increases in cost after the first cast is the same reason roll dodge increases in cost after the first use; you are able to get out of combat faster and without much worry if you can just spam those abilities. That use case is not the same for other gap closers.
But one could argue the same exact thing about spamming gap closer… if you’re going to punish someone trying to get away from someone with those abilities then the same should be done to someone spamming one ability on the one escaping 😂 like what is that logic?
That is only a logic you ntrying to make up.
Ramping cost of escaping tools has some reasoning as others said. It is an easy ticket out of tight situations, which should not happen that often. Additionaly gaining some distance over basic movement speed and available boni to that, makes disangaging already quite easier. Therefore the devs decided that easy out of danger skills should have a ramping cost. But nowhere did anyone decide, that skills to close gaps should do the same. As others stated, gapclosers need a target and therefore are already inferior to a skill like streak, which can be used much more freely. Additionally, if chasing somebody should be made equal punishing to fleeing, then there would be no punishment for doing bad decisions. If you have to flee, then you made a bad decision earlier and having a ramping cost on that is your punishment. I think this is a fair and balanced risk and reward situation. And I also would say, that sorcs and nbs still get away too easely in many situations, where they just should have died instead as a result of a bad desicion.
The7thLettter wrote: »If I’m on a stamplar and I’m simply taking a resource in cyrodiil and then 27 people on a different alliance all show up and chase me to the end of oblivion, is that me putting myself in a bad situation?
The7thLettter wrote: »If I’m on a stamplar and I’m simply taking a resource in cyrodiil and then 27 people on a different alliance all show up and chase me to the end of oblivion, is that me putting myself in a bad situation?
Yes. 1v27 you should die in any possible scenario.
CameraBeardThePirate wrote: »I pvp solo or small group almost exclusively. Gap closers absolutely do not need a nerf. They're there so that people can't just run away from fights. The "punishment" for spamming it to catch up to you is that A) they're using resources just to keep up with you (and you should be able to outheal the damage any of the gap closers do), and B ) they're likely starting to get separated and overextend from their group while chasing you.
You mentioned not having a counter to a group of 7-10 chasing you and the counter to that is easy: don't bite off more than you can chew, and definitely don't fight outnumbered in an open field. Use LoS to funnel people where you want them, and build in speed so that you can get out of range of gap closers with the help of LoS.
Not everyone can afford to run a gap closer anyways, and running a gap closer for most classes is sacrificing a skill slot that they could use for something else like survivability. If you're getting zerged down at a resource when you try to cap it by yourself, a ramping cost on gap closers won't change anything because there's still going to be plenty of people that'll be able to keep up with you. Don't try to take resources by yourself without expecting a really outnumbered fight.
The7thLettter wrote: »FirmamentOfStars wrote: »The7thLettter wrote: »MovesLikeJaguar wrote: »So let's take the 2-handed gap closer into consideration: one-bar builds use it as their main source of mobbing in PVE a lot of the time. They don't have the bar space to add any other multi-target attack, so the gap closer is the one to use.
Regardless of that outlier example which is already not an issue, I don't think it's an issue in general. Streak isn't a gap closer in the normal sense; it doesn't need a target. It's a teleport that lets you get out of a combat area, or can be used to close distance. The reason it increases in cost after the first cast is the same reason roll dodge increases in cost after the first use; you are able to get out of combat faster and without much worry if you can just spam those abilities. That use case is not the same for other gap closers.
But one could argue the same exact thing about spamming gap closer… if you’re going to punish someone trying to get away from someone with those abilities then the same should be done to someone spamming one ability on the one escaping 😂 like what is that logic?
That is only a logic you ntrying to make up.
Ramping cost of escaping tools has some reasoning as others said. It is an easy ticket out of tight situations, which should not happen that often. Additionaly gaining some distance over basic movement speed and available boni to that, makes disangaging already quite easier. Therefore the devs decided that easy out of danger skills should have a ramping cost. But nowhere did anyone decide, that skills to close gaps should do the same. As others stated, gapclosers need a target and therefore are already inferior to a skill like streak, which can be used much more freely. Additionally, if chasing somebody should be made equal punishing to fleeing, then there would be no punishment for doing bad decisions. If you have to flee, then you made a bad decision earlier and having a ramping cost on that is your punishment. I think this is a fair and balanced risk and reward situation. And I also would say, that sorcs and nbs still get away too easely in many situations, where they just should have died instead as a result of a bad desicion.
Again, these arguments you have don’t make sense. “ Additionally, if chasing somebody should be made equal punishing to fleeing, then there would be no punishment for doing bad decisions.” Could you elaborate on this please? And I don’t disagree that sorc and nightblades have easy outs but that because as a class they aren’t able to sustain heavy pressure. If I’m on a stamplar and I’m simply taking a resource in cyrodiil and then 27 people on a different alliance all show up and chase me to the end of oblivion, is that me putting myself in a bad situation? Or is that just bad luck? I shouldn’t be punished for being put in that situation, and the ones that continuously gap close have no reason not to keep doing cause they know eventually, as much dodging and kiting and potions I can do/take, eventually all 27 will keep chasing and get me. There’s simply just no counter play to this. Putting a simple ramp in cost will slightly mitigate these situations.
Please use logic when looking at this situation.
The7thLettter wrote: »The7thLettter wrote: »If I’m on a stamplar and I’m simply taking a resource in cyrodiil and then 27 people on a different alliance all show up and chase me to the end of oblivion, is that me putting myself in a bad situation?
Yes. 1v27 you should die in any possible scenario.
Yes I agree, I shouldn’t have used 27 but maybe 5-6. If I’m kiting a certain area and 2 of those people are spamming one ability over and over and over to keep up with me, they should be punished. Repeatedly spamming one button should have some consequences.
The7thLettter wrote: »What do others think of adding a similar feature to repeated use of gap close like they did with streak? This would make people think about their decision to use it against someone fleeing. There’s no end to which some players will go while chasing someone, so to me this makes sense if someone wants to repeatedly gap close themselves out of stam and get stunned then that should be their punishment.
Thoughts?
The7thLettter wrote: »If I’m on a stamplar and I’m simply taking a resource in cyrodiil and then 27 people on a different alliance all show up and chase me to the end of oblivion, is that me putting myself in a bad situation? Or is that just bad luck? I shouldn’t be punished for being put in that situation, and the ones that continuously gap close have no reason not to keep doing cause they know eventually, as much dodging and kiting and potions I can do/take, eventually all 27 will keep chasing and get me. There’s simply just no counter play to this
The7thLettter wrote: »MovesLikeJaguar wrote: »So let's take the 2-handed gap closer into consideration: one-bar builds use it as their main source of mobbing in PVE a lot of the time. They don't have the bar space to add any other multi-target attack, so the gap closer is the one to use.
Regardless of that outlier example which is already not an issue, I don't think it's an issue in general. Streak isn't a gap closer in the normal sense; it doesn't need a target. It's a teleport that lets you get out of a combat area, or can be used to close distance. The reason it increases in cost after the first cast is the same reason roll dodge increases in cost after the first use; you are able to get out of combat faster and without much worry if you can just spam those abilities. That use case is not the same for other gap closers.
But one could argue the same exact thing about spamming gap closer… if you’re going to punish someone trying to get away from someone with those abilities then the same should be done to someone spamming one ability on the one escaping 😂 like what is that logic?
The7thLettter wrote: »WordsOfPower wrote: »I read this as "why can't I be allowed to run away without people catching me up? "
Gap closers are a good part of the game, and in fact are buggy as hell in their current form.
What is the advantage in just allowing people to disengage from any fight because gap closers have been nerfed in the way you suggest?
Why do we want a meta where its easier to flee?
This isnt a meta, I’m simply stating that gap closer should have a higher cost when spamming them. If I’m in a situation where I’m getting gap closed by 3 different people at once, with 7 more running behind them, what should I do to counter that?
The7thLettter wrote: »What do others think of adding a similar feature to repeated use of gap close like they did with streak? This would make people think about their decision to use it against someone fleeing. There’s no end to which some players will go while chasing someone, so to me this makes sense if someone wants to repeatedly gap close themselves out of stam and get stunned then that should be their punishment.
Thoughts?
The7thLettter wrote: »WordsOfPower wrote: »I read this as "why can't I be allowed to run away without people catching me up? "
Gap closers are a good part of the game, and in fact are buggy as hell in their current form.
What is the advantage in just allowing people to disengage from any fight because gap closers have been nerfed in the way you suggest?
Why do we want a meta where its easier to flee?
This isnt a meta, I’m simply stating that gap closer should have a higher cost when spamming them. If I’m in a situation where I’m getting gap closed by 3 different people at once, with 7 more running behind them, what should I do to counter that?