You can't break free during the actual knock back animation, mate. That's how it works with all knock backs.
Mrsinister2 wrote: »I got triple ccd by this tonight I was knocked back and forth like it has no cool down on the cc.
And while you're at it, fix reverb bash cc animation as well. Thanks.
Mrsinister2 wrote: »I got triple ccd by this tonight I was knocked back and forth like it has no cool down on the cc.
DCanadianBacon wrote: »I'm actually curious, what's the issue with Draining Shot currently? Is the CC difficult to break free from, like Rune Cage? I don't run into too many people using Draining Shot right now, so I'm legitimately unaware that there was an issue with its CC.
Mrsinister2 wrote: »I got triple ccd by this tonight I was knocked back and forth like it has no cool down on the cc.
There is (was?) an exploitable bug where draining shot does not triggers CC immunity on the target if you roll dodge cancel it, allowing you to chain KB for as long as you got stam.
Outside of that i don't find it particularly hard to CC break.
That's because Javelin has a stun component to it, unlike Draining Shot.
Mrsinister2 wrote: »I got triple ccd by this tonight I was knocked back and forth like it has no cool down on the cc.
There is (was?) an exploitable bug where draining shot does not triggers CC immunity on the target if you roll dodge cancel it, allowing you to chain KB for as long as you got stam.
Outside of that i don't find it particularly hard to CC break.
The_Brosteen wrote: »Im fairly certain the issue is connected to how the heal works. The caster only recieves the heal once the cc is finished or broken.
They should change the heal to affect the caster immediately and make it stun like javelin does. It could still retain the knockback feature if they really want to. Problem solved.
I'm sure that if anything changes, given enough people complain, they will instead revert the range change, add a cast time, reduce the damage, or do something else that wouldn't be related to the actual issue and implement a change no one asked for or really wants.
I'd enjoy being proven wrong
The_Brosteen wrote: »Im fairly certain the issue is connected to how the heal works. The caster only recieves the heal once the cc is finished or broken.
They should change the heal to affect the caster immediately and make it stun like javelin does. It could still retain the knockback feature if they really want to. Problem solved.
I'm sure that if anything changes, given enough people complain, they will instead revert the range change, add a cast time, reduce the damage, or do something else that wouldn't be related to the actual issue and implement a change no one asked for or really wants.
I'd enjoy being proven wrong
I've been a heavy user of draining shot for the past weeks and i can tell you that allowing the heal to happen even when targeting a CC immune enemy would make it way too strong.
Toc de Malsvi wrote: »The_Brosteen wrote: »Im fairly certain the issue is connected to how the heal works. The caster only recieves the heal once the cc is finished or broken.
They should change the heal to affect the caster immediately and make it stun like javelin does. It could still retain the knockback feature if they really want to. Problem solved.
I'm sure that if anything changes, given enough people complain, they will instead revert the range change, add a cast time, reduce the damage, or do something else that wouldn't be related to the actual issue and implement a change no one asked for or really wants.
I'd enjoy being proven wrong
I've been a heavy user of draining shot for the past weeks and i can tell you that allowing the heal to happen even when targeting a CC immune enemy would make it way too strong.
Poster didn't say heal when targetting CC immune. Suggestion was to heal immediately instead of a delay. The heal would still be reliant on hitting a target that can be CC'd.
Mrsinister2 wrote: »I got triple ccd by this tonight I was knocked back and forth like it has no cool down on the cc.
There is (was?) an exploitable bug where draining shot does not triggers CC immunity on the target if you roll dodge cancel it, allowing you to chain KB for as long as you got stam.
Outside of that i don't find it particularly hard to CC break.