If I bait out your attack and shot you in the head twice you should be dead right?
Or if I bait you and you hit my riposte in your lmb spamming spree you got stunned and you should be dead right?
I mean you are a GA/Hatchet user, who is always immune to stuns either from the 300str perk or because of the berserking, you also have a few sec immortality, multiple movement abilities like feral rush, charge, berserk, while a rapier user have a fleche and an evade, and yet you are the one who complaining.
You want to hit the enemy and an ally as a healer to both heal and get 7.50% CD reduction per hit.
That’s like basic stuff. If you’re staying in the back and autoattacking allies they are almost always attacking the enemy as well. Your projectile passes through an ally you know.
A healer that’s not autoattacking enemies on the downtime is a bad healer.
Guess you need some mansplaining since you can’t understand healer basics.
So you’re jeopardizing your safe positioning just to line up your left clicks? ![]()
That really ain’t it bro, it’s more efficient to just heal from high ground / behind cover and jiggle peek left click your teammates for HP. I know many skilled healers that have good movement and they don’t waste their time lining up people for left clicks so they can deal damage and heal at the same time(the people that do that end up dead 50% of the time since they’re taking unneccessary risks)
But I guess you need your hand held once again because you can’t even understand the basics of movement when explained to you before, how could you possibly understand it now? Let’s also assume everyone stands still during a fight right?
Why are you going off topic?
You don’t need to line up your every shot. You spam it on your allies and you spam it on the enemies. Usually u prefer doing it in a clump but you’re spamming your autoattacks all the time while ur other abilities are on cooldown.
So yes every decent healer is spamming left click non stop.
Also in OPR or War (what cover lmao) as a healer if ur standing behind a tree and pussy throwing heals you’re doing it wrong.
Rapier isn’t necessarily the problem here, Fleche isn’t either. Most of these posts seem to be about musket or bow + rapier kiting. The problem is light roll and haste buffs.
I played a lot of PTR this month, a lot of arenas. The light roll issue was resolved on earlier PTR versions via the dodge distance nerf, but then everyone complained without even testing it (remember all the posts about the nerfed dodge distance?) so AGS claimed it was a bug and reverted these changes. After that happened, catching a light armor player became an uphill battle again.
Light armor, on top of haste buffs that Musket + Bow users get, are the root of your problem. It’s hard to close the gap on ranged players already just because of these 2 mechanics, then when you finally do they can fleche away and you start the cycle again.
If they didn’t have permanent movement speed buffs (bow has +20% for 1/2 the time, 10% permanent, and musket 10% permanently) + the movement of light roll then this would be another story. They’d get away from you, but you’d be able to gap close again more easily and not be kited for eternity. This is how early PTR versions were.
Bruh, we’re playing Bruiser World, Dex is practically dead and people still complain about Dex
This game is gonna get ruined, keep it up ![]()
More then just dex use rapier.
Also bow is getting buffed hope this news made your day
As it should. Weapon is pretty fking bad at the moment.
yeah sure, why not nerf all movement skills so you can land one hit?
Dude read again my reply and what im replying…
Dude you dont even see what im replying? you read my reply? ANOTHER GUY SAID THAT NOT ME… i was pointing out how absurd it is…
And you said that berserk is immune to stuns? you dont know what you are talking about…
Yes you said they should be dead? LMAO
Again if I headshot you twice shouldn’t YOU be dead too?
IG can literally do the exact same thing. If you catch a X/IG player in a Gwell, they can just entomb and 9/10 the gwell is gone + exploded before the entomb breaks + post-entomb iframes end. This is 1 ability, rapier has to use at least 2 to get out of gwell usually. If you catch the gwell early enough (aka pre-root), or if there are only 1-2 people on you, then sometimes you can get away with just using 1.
Hammers can shockwave as well, which will usually be enough to live through a gwell since all committed melee will either be dodging your shockwave or getting stunned by it.
Yes but entomb wont stun you… theres a difference… I dont like the iframe at the end of entomb… So much iframes in this game ![]()
You shouldn’t be getting hit by rapier stun unless you are overcommitting with your abilities. Rapier has to play well to do the things talked about in this thread, ex: using evade to iframe gwell burst (it’s a very very small iframe window, easy to miss this). If you fight a rapier, and you aren’t sure whether or not they have a riposte, you need to just commit to using low-end lag moves.
It’s the same exact thing when you fight a GA/Hammer as a dex user: if the hammer has shockwave or wrecking ball off CD, you cannot overcommit to them or else you’ll get CC’d and destroyed.
iframing grav well might be hard but that doesn’t matter of they get out of it by going backwards with evade or fleece
the problem for me isn’t the stun but the cc immunity from riposte procing which can happen from anything even g well activating which does zero damage and during the stun animation they have iframes
but if some how nothing triggers it unless some knows that there is a very small window of end lag(no obvious tell) where they can land cc which will either result in them getting away, everyone getting stunned, or the enemy dies. sometimes this not an option as the grav goes off before riposte is over
I do agree that at the moment it’s very difficult to tell the end-lag and punishable window of Riposte. You do get used to the timing of the move after fighting it a lot, and can successfully hit someone who throws out a riposte but fails to be attacked. Having some sort of visual indicator showing that the player is vulnerable would probably go a long way towards addressing people’s issues with Riposte, as it will be more easily punishable in these “outplay” scenarios.
maybe, i don’t know how many people even know that riposte has any end lag, but i dont think it will change much as there are to many things that can proc it
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