Streak costs more, must be manually aimed to use offensively, has a fatigue for spamming and doesn’t set off balance
Jabbs_Giggity wrote: »NeillMcAttack wrote: »The only annoying thing about toppling charge is that it is very hard to block. As soon as the Templar pushes the key to use the ability you are stunned. The ability is broken in that sense IMO. You lose control of your character for the travel time until stunned. It’s total nonsense. Try it out.
You can’t react to a temp using it, you have to have reacted prior to it to the cast. That is actually broken IMO.
I completely disagree. Toppling is not only extremely predictable, but is very easy to dodge or block. It cannot be animation cancelled and has a very distinguishable animation at the start. No different than other CC's, so why is it a bother? It's easier to counter than Fossilize and stun from Off-Balance, or Snipe stun from stealth 28+ m away...
Also, to clarify...Magplars do not benefit as much anymore from Exploiter passives because of the way Sweeps was moved to Direct Damage over DoT, thus less points are put into Thaumaturge to gain access to this passive. Stam benefits way more from this than Mag currently.
I have to disagree here, play against enough players and you will start to learn the rotations for each class, its not set in stone but if your hit with X you can be sure Y or Z is going to follow so take the hit from X and dodge Y & Z, its not that hardNeillMcAttack wrote: »Jabbs_Giggity wrote: »NeillMcAttack wrote: »The only annoying thing about toppling charge is that it is very hard to block. As soon as the Templar pushes the key to use the ability you are stunned. The ability is broken in that sense IMO. You lose control of your character for the travel time until stunned. It’s total nonsense. Try it out.
You can’t react to a temp using it, you have to have reacted prior to it to the cast. That is actually broken IMO.
I completely disagree. Toppling is not only extremely predictable, but is very easy to dodge or block. It cannot be animation cancelled and has a very distinguishable animation at the start. No different than other CC's, so why is it a bother? It's easier to counter than Fossilize and stun from Off-Balance, or Snipe stun from stealth 28+ m away...
Also, to clarify...Magplars do not benefit as much anymore from Exploiter passives because of the way Sweeps was moved to Direct Damage over DoT, thus less points are put into Thaumaturge to gain access to this passive. Stam benefits way more from this than Mag currently.
If you see the animation of it, it is too late, you are stunned. That is what I am talking about. The animation. the travel time, none of it matters because of how then skill is coded. You can not know what someone else is going to do, only react to what you see, but not with this skill.
Alienoutlaw wrote: »I have to disagree here, play against enough players and you will start to learn the rotations for each class, its not set in stone but if your hit with X you can be sure Y or Z is going to follow so take the hit from X and dodge Y & Z, its not that hardNeillMcAttack wrote: »Jabbs_Giggity wrote: »NeillMcAttack wrote: »The only annoying thing about toppling charge is that it is very hard to block. As soon as the Templar pushes the key to use the ability you are stunned. The ability is broken in that sense IMO. You lose control of your character for the travel time until stunned. It’s total nonsense. Try it out.
You can’t react to a temp using it, you have to have reacted prior to it to the cast. That is actually broken IMO.
I completely disagree. Toppling is not only extremely predictable, but is very easy to dodge or block. It cannot be animation cancelled and has a very distinguishable animation at the start. No different than other CC's, so why is it a bother? It's easier to counter than Fossilize and stun from Off-Balance, or Snipe stun from stealth 28+ m away...
Also, to clarify...Magplars do not benefit as much anymore from Exploiter passives because of the way Sweeps was moved to Direct Damage over DoT, thus less points are put into Thaumaturge to gain access to this passive. Stam benefits way more from this than Mag currently.
If you see the animation of it, it is too late, you are stunned. That is what I am talking about. The animation. the travel time, none of it matters because of how then skill is coded. You can not know what someone else is going to do, only react to what you see, but not with this skill.
Not asking for nerfs, but not everyone plays a build that can afford to sit there and hold block and since countering it reactively is nearly imposible, the claim it is "easy to avoid" is not true.
Joy_Division wrote: »Not asking for nerfs, but not everyone plays a build that can afford to sit there and hold block and since countering it reactively is nearly imposible, the claim it is "easy to avoid" is not true.
Then dont sit there and hold block. You should probably never do that in any situation unless you want to play an zero damage troll tank.
You people act like the world ends or a fight is lost just because you get stunned.
If you can Roll or block in 0.3 sec
Maybe because I have 350 ping, I can never block or dodge.
Sanguinor2 wrote: »
Sanguinor2 wrote: »
I disagree. because lots of people has high ping, it must be nurfed. And besides with counters, it is still too strong.
And to inform you just in case you don't know, lag and ping are different thing.
Sanguinor2 wrote: »
I disagree. because lots of people has high ping, it must be nurfed. And besides with counters, it is still too strong.
And to inform you just in case you don't know, lag and ping are different thing.
Freakin_Hytte wrote: »Sanguinor2 wrote: »
I disagree. because lots of people has high ping, it must be nurfed. And besides with counters, it is still too strong.
And to inform you just in case you don't know, lag and ping are different thing.
That's ridiculous, you can't design balance around it being laggy. If you did that you could say that almost every skill in the game needs a nerf, since all skills can be gamebreaking with too much lag.
I honestly don't understand why people want this nerfed, the damage isn't that high and it knocks you down. How hard is it too break free if you're to slow to dodge or block it?
Stop asking for these ridiculous nerfs all the time. Sure you can ask for tweaks, but asking to throw a good skill into the garbage, when it's not even that OP is not the answer.
Freakin_Hytte wrote: »Sanguinor2 wrote: »
I disagree. because lots of people has high ping, it must be nurfed. And besides with counters, it is still too strong.
And to inform you just in case you don't know, lag and ping are different thing.
That's ridiculous, you can't design balance around it being laggy. If you did that you could say that almost every skill in the game needs a nerf, since all skills can be gamebreaking with too much lag.
I honestly don't understand why people want this nerfed, the damage isn't that high and it knocks you down. How hard is it too break free if you're to slow to dodge or block it?
Stop asking for these ridiculous nerfs all the time. Sure you can ask for tweaks, but asking to throw a good skill into the garbage, when it's not even that OP is not the answer.
You are being absurd and brainless. Game design should provide equal experience to all. If the ping gives the different result, the system is a failure.
The point is gap closer should not stun. You cast once to get double effect. That is the point here.If it doesn't matter, all class should have a similar skill. Warden should get their stun back as before.
I'm sure you have Dyslexia. Who said I can't break free and slow to block? I'm sure at least I am faster than you. Read throughly before giving any clueless idea.
And stop asking? You don't have a say when a person giving a productive opinion. Stop saying 'Stop asking for nurf' nonsense. Be productive instead of raging out like a child.
You are just a angry persob who twists words to make advantage. Please think before you say.