A gap closer should do just that.
These abilities should simply move casters character.
There shouldn't be any adverse effects attached aside from damage to the target.
Gap closers were never OP. I’ve never died to anyone or looked at any of my death recaps and been like damn those pesky gap closers. Maybe people should stop running away in plane sight or learn how los and kite properly if they need to retreat. If someone turns tail and runs I’m prob gonna gap close them. Well whatever just makes it that much easier to keep working on 1vX. You do realize role dodge stamina builds will have a field day with this. There’s going to be so many tears about joe gap closers don’t do enough damage anymore. So whoever cried for this nerf, nice job.
Gap closers were never OP. I’ve never died to anyone or looked at any of my death recaps and been like damn those pesky gap closers. Maybe people should stop running away in plane sight or learn how los and kite properly if they need to retreat. If someone turns tail and runs I’m prob gonna gap close them. Well whatever just makes it that much easier to keep working on 1vX. You do realize role dodge stamina builds will have a field day with this. There’s going to be so many tears about joe gap closers don’t do enough damage anymore. So whoever cried for this nerf, nice job.
why not remove all the damage from gap closers? the point of them is to close the gap. Keep the snare and damage buffs to other skills, but lose the damage all together.
Emma_Overload wrote: »Yes, the snare is a big problem. It's also ridiculous that the travel distances of gap closers are so much longer than the teleport distance of Bolt Escape! This should have been balanced a LONG time ago.
You mentioned Crit Rush but it's one of the gap closers that doesn't have a snare at all and it got hit the hardest. This and the ZOS messages support that they feel the damage on gap closers was too high. They're meant to be a gap closer, a utility tool, yet were capable of putting out damage similar to actual DPS abilities. I've been hit by a Crit Rush that did over 8000 dmg, probably had a maelstrom weapon. Point is for anyone trying to kite, someone using a gap closer that does normal ability levels of damage was a bit broken. They don't have to use any other skill. Just spam the gap closer till you die.
Regarding the snare on SOME gap closers though... that's pretty normal in games because it allows the player to actually get a benefit from closing the gap instead of the enemy instantly moving away with a speed buff on. This especially happens in games with cooldowns.
Wreuntzylla wrote: »I pvp with a variety of different toons. My AP farmer is in medium armor with all devines, no crit resistance worth mentioning. I have no idea how you are getting hit for 8k by crit rush. Typically, about 5k, maybe 6-7k on the high side. I have to guess light armor without crit resist?
Waffennacht wrote: »Gap closers were never OP. I’ve never died to anyone or looked at any of my death recaps and been like damn those pesky gap closers. Maybe people should stop running away in plane sight or learn how los and kite properly if they need to retreat. If someone turns tail and runs I’m prob gonna gap close them. Well whatever just makes it that much easier to keep working on 1vX. You do realize role dodge stamina builds will have a field day with this. There’s going to be so many tears about joe gap closers don’t do enough damage anymore. So whoever cried for this nerf, nice job.
This is the only game where range is not a viable advantage/or strategy, gap closers are the reason for this.
The fact is gap closers completely negate a whole form of gameplay makes them OP.
Now, they are a tool as they always should have been.
Gap closer should be strong! As you use this skill only once - to open the fight, and that's all about it! It stays for the entire duration of the fight unused after that - taking one slot on your bar!
Lots of strong builds gave up on the "over-performing" gap closer already!
With this nerf there won't be gap closers on solo builds anymore.
Oh ZERGS will still continue to spam it - as the damage was never the reason why it is used there.
Gap closer should be strong! As you use this skill only once - to open the fight, and that's all about it! It stays for the entire duration of the fight unused after that - taking one slot on your bar!
Lots of strong builds gave up on the "over-performing" gap closer already!
With this nerf there won't be gap closers on solo builds anymore.
Oh ZERGS will still continue to spam it - as the damage was never the reason why it is used there.
They’ll still be strong. Again having played both ranged mag builds and melee buillds I’ve never once thought they were OP. Post update 17 though I see myself using the snare morph over the damage morph.
Gap closer should be strong! As you use this skill only once - to open the fight, and that's all about it! It stays for the entire duration of the fight unused after that - taking one slot on your bar!
Lots of strong builds gave up on the "over-performing" gap closer already!
With this nerf there won't be gap closers on solo builds anymore.
Oh ZERGS will still continue to spam it - as the damage was never the reason why it is used there.
They’ll still be strong. Again having played both ranged mag builds and melee buillds I’ve never once thought they were OP. Post update 17 though I see myself using the snare morph over the damage morph.
It won't be powerful anymore - you better replace the gap closer with Retreating Maneuver for example - as it will help you to gap close and to retreat if needed!
Or 2H Carve skill with a Master Weapon - that skill will be OP with AOE cap removal.
The idea is that gap closer is already a skill that is not on the bars of most strong builds. It is still used in some specialized builds like @JackDaniell 's one. And this nerf just does one thing - it kills the builds variety - which is not that big already.