Roots don’t prevent you from dodging since the arena update, but you don’t even seem to know that. Also perform a scream on somebody and you’ll see that it applies a stagger. Like mate, You don’t even know what abilities do in the game you’re playing.
You can increase and decrease your FoV on the fly. It’s easy to just zoom in when you’re chasing and tunnel visioning anyway.
It used to be a thing if you wanted to hit people consistently with leap stab, just sayin. That video is from 4 months ago, when it would have been an option.
It’s not needed much anymore because of how they changed the melee tracking and buffed leap stab into a pretty much gauranteed hit, but it used to be a thing you could do.
I’m delusional and I ask you nicely to give me a scenario for what I’m saying doesn’t apply.
You give me a root which works completely differently from what I was saying and call it a win. Completely different thing. Furthermore you claim you can CC break while rooted which is not true.
I admit when I’m wrong and I’d love to be wrong in this case since if you managed to crack this and figure it out I could use this in my build to be even stronger. But it’s not true and you can’t seem to be able to admit you’re wrong.
Ironic how you’re talking about me being delusional when you can’t give me 1 scenario where what you say applies except ‘‘git good it’s easy’’ and then shows a clip of a root.
Rooting does not prevent you from dodging. So i don’t know what you’re on about.
Alright, it seems like you have a hard time reading. So listen carefully here and it’s going to blow your mind as I definitely haven’t mentioned this before: Any two knockdowns or staggers properly spaced out by multiple players.
There is your scenario. Now go grab your definitely not terrible teammate, zoom in a little bit more so you can really focus on your timing and then still fail to prove anything wrong, because there is nothing to be proven wrong.
IT STAGGERS AND IT ROOTS. You haven’t thought about how the root changes things from what I was saying. The scream applies a stagger BUT it ALSO applies a root. The root is the thing which makes this example work and the target to not get the breakway dodge.
Roots STOPS you from getting the CC BREAK DODGE.
CC BREAK DODGE =/ Normal dodge. These 2 things are not the same. Root disables the CC BREAK DODGE and does NOT stop the regular dodge.
I see you have trouble reading as I never mentioned a root, a root is not the same as a regular stagger and you can’t comprehend that it changes the whole scenario as it disables the thing we are trying to test.
Do you understand now what I’m trying to say and why your example is terrible?
For reference, if you’re a light player you might not notice the difference between the CC break dodge and regular dodging.
If you play medium or heavy you will definitely spot the difference when you go and do a dodgeroll instead of your normal animation.
The CC break dodge is a free light dodge for everyone if they catch the same kind of CC twice in a row without something in between. It’s super annoying if you aren’t using spear correctly and you’ll watch people just roll out of your “lockdown” combo. Its not limited to groups of players hitting you, a single person can cause it.
You definitely wont see any kind of dodge if you’re currently rooted.
As the poster above also mentioned you get a small blue outline when you proc it and it drains no stamina and plays a sound queue as well. It doesn’t trigger if you’re rooted or if you have 0 stamina.
Stunning a gritted person as bottomtext mentioned also is something that can happen but didn’t test enough to know for sure how that part of it works.
This is technically not correct as it also applies whenever the last application of CC in the chain is a soft CC like a knockdown or a Stagger. It doesn’t have to be the same kind of CC in a row.
Yes, that is the reason Spear players dodge between Vault Kick and Sweep in order to avoid triggering the stagger-check as the attacks don’t count as successive attacks anymore doing that. This is a concept that Mr. Zoom here can’t wrap his head around, that two properly spaced applications of CC through dodgecanceling or teamwork can circumvent the intended mechanic.
You don’t know the difference between a dodge and the CC break free roll so why even argue with you.
Dodging between attacks makes 0 difference the devs themselves stated that each knockdown/stagger affects puts a counter on a player from 0.5-1. After the enough counters (2) on the player has accumulated they get a free CC break
Dodging between attacks has 0 impact on this. It’s about what’s applied to the enemy and has nothing to do with people applying it. Multiple players has no bearing on this. It’s the same if 5 people or 1 person does the CC it’s based on the target and not the attacker.
The reason spear players dodge before the vault kick and between every spell is because they get 20% cooldown reduction from the talent when doing so.
I dunno about you but I can’t see iframes and thats what you get when rooted and “dodging”.
You don’t go rolling out no matter what, and that’s what breaks the “lockdown” we’ve been talking about.
I think what occurs is that grit doesnt stop stuns, which then stop you from attacking, which stops grit from being active because grit is only active during the attack phase. Then you can be staggered or knocked down even though you “had grit”
yes definitly counter play. i think HP should be doubled and damage kept the same with maybe some more stamian debuffs. Id rather stuns and such be stamina debuffs then a actual stun or root that limits the player.
I literally already tested that mechanic before you even knew New World existed as a game. So I’m not sure what you’re on about.
I know that thread, because I was part of that thread explaining the mechanic to other people that have not played the alpha back then and were confused why people got out of their spear CC chain so easily. And the answer hasn’t changed since then either.
What you don’t seem to understand about the system you quoted so proudly is that dodging between applications of CC resets said counter as those hits don’t count as “successive” anymore. This is how it was titled in the actual patchnotes by the way that were accessible in the alpha forums, even if I am unsure if that’s an intended interaction. The system also enables abilities like Flourish and Finish, where both attacks apply a massive stagger, to be combo’ed into each other while applying less than the necessary 2 on the counter to enable a free roll. There are two staggers in a row that don’t trigger stagger lock for you.
In general I’m seriously wondering if you ever play any more competetive Arenas as a premade or if you’re just on a really unpopular server where player skill is pretty low on average, because on Dry Tree and Barri in the EU region tons of teams run stun locking combos that utilize chaining staggers and knockdowns in their teamcombos successfully.
To be fair, their breakout mechanic has always been highly flawed and can be easily taken advantage of if you have half a brain just like most other features that these amateur’ish developers put into the game. So I can’t even hate on less skilled players that don’t realize how trivial it is to circumvent their bandaid breakout mechanic.
But to be completely honest, I couldn’t give less fucks if you actually believe that’s how the mechanic works or not in the end. Ultimately, Some people want to improve and learn from more experienced players, while others just want to feel better about themselves being annoying on the forums, which is why I’m not going to waste any more time on this thread. As Mark Twain once said: “Never argue with an idiot. They will drag you down to their level and beat you with experience.”
I definitely recommend though that you don’t post any clips of you playing next time you have a combat related argument on here as it honestly doesn’t really help your case. Cheers!
Would you also like me to show a POV from a player with 150+ ping who gets hit during iframes every single time? Getting hit by a projectile that landed nowhere near him but it landed anyway because latency + desync problems?
Or how about a melee left clicked 3meters away and it still hit during iframe? It’s the same shit with the video I shared, it literally goes both ways only, if you had less than 70 ping you can’t complain if you died to a player with 150+ ping because they literally have it MUCH MUCH worse.