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View Full Version : Well, Grapple's gonna be useless...


PoxTheSmall
02-05-2004, 05:35 PM
- Grappled targets can no longer be attacked in melee. Additionally, Grapple now correctly stuns the caster for 12 seconds. This fixes a bug that allowed the caster doing the grappling to continue casting other spells.

What the hell's it gonna help if I can grapple someone and they can't be melee'd?

Stealth lore is also getting a big nerf down to 30, 60 and 90 seconds. Man, can Mythic please give us more stuff only to make them complete crap?

spyder913
02-05-2004, 05:55 PM
they can't do anything. You grapple a healer, and no one's getting healed

in other words, the original intent of the MA, which was to take someone out of hte fight for a few moments

and for stealth lore - this is good, now people won't have stealth lore up ALL the time, which is just stupid. It will still work like truesight, which is probably how they wanted it to work

QwayMelqnu
02-05-2004, 06:36 PM
Well, if you think about it, it IS called grapple. Which, to me, sounds like you're just supposed to hold an enemy for a small amount of time. Though on the same thinking, the person that you grapple should be able to be hit by other people.

The 12 second stun is the only thing they should have changed.

PoxTheSmall
02-05-2004, 06:41 PM
My issue is this: If I grapple my target for 10 seconds, then why should I be useless for 12? Additionally, why am I not melee invulnerable when my target is? Do you see the potential issue? I incur a negative affect whereas my target simply cannot move. The grappled targets could always cast, thus it was a great tank train breaker, and I seriously doubt they'll fix the target side portion of the grapple, instead they're screwing the caster.

Coplann
02-05-2004, 08:40 PM
grapple is for getting that nasty savage off your bard or druid. no more no less. situational like all ML abilities should be.

now the Banelord nerf wasnt necessary tho.

We had 9 abilities on 5 timers. now we only have 3 timers. :(

Ziggin
02-06-2004, 08:39 AM
I wouldn't have a problem with the stealth lore nerf to let it be used in small intervals... ONLY if they make it that you dont unstealth when using your artifacts for the effect...

What's the point of being out in the open searching for someone, use your artifact to obtain stealth lore, and be unstealthed for 2 seconds so everyone knows where you are...

spyder913
02-06-2004, 09:43 AM
yeah you should be able to use it stealthed

Swifty_Johnson
02-06-2004, 12:50 PM
The problem with grapple was Archers were grappling and shooting down their targets. This is now fixed.

Swifty

PoxTheSmall
02-06-2004, 01:35 PM
I honestly feel that the resulting affect to the caster of grapple will now be worse than the target's affect. All they needed to do was make it so that once grapple's used, the caster can't enter melee or cast either ranged or not. That'd be much more balanced, but where they have the target melee immune and the caster of the grapple isn't, there's a balance issue. When they have the grappled target on a shorter timer than the caster, there's a problem. When the caster of grapple is stunned and unable to parry/evade/block and the target doesn't need to worry about anything but a pbaoe bomb, there's a problem.

If grapple were working right, it'd only be used for taking both people out of the fight for a short duration and both having the same strengths/weakness. My opinion is that the feedback came from albion players who fell victim to Thanes and VW resulting in the nerf. As it stood, no hybrid caster class exists in alb that could use Grapple, so I think there stood the issue. I'm not certain about the archer thing, I'd never seen a scout use it.

Coplann
02-06-2004, 02:01 PM
there is this Banelord ability. snares people arround you for a couple secs, but stuns yourself too for a longer time.

how stupid is that? :P

Pirrus
02-08-2004, 01:45 PM
Archers couldn't shoot their target if they grappled them. Although you would go through the actual firing motions, no damage was done. The only thing the archer could do was draw during the grapple, so if you timed it right you could get a crit shot off right after the grapple wore off.

Basically, it was the same as being shield slammed by a scout and then them lining up a crit, only thing was it was being done to albs, not by them, so it has to go of course

Coplann
02-08-2004, 07:25 PM
Thanes and VWs could move people down with spells without their victims having the slightest chance to fight back.

Noleader
02-09-2004, 10:24 PM
I thought the nerf to grapple and Stealth Lore were more then needed. Stealth Lore basicly made all the spec points any assassin put into stealth a waste (No stealth = crappy BM)

Grapple was cheap. Everyone was spamming it at the start of all fights and it basicly became a new form of crowd control (Stun on a tank).

These are a few of the nerfs I agree with.

Now all they need to do is give me back my high PA dmg, scale all my CS styles right, and remove the evade cap and I will be happy :)

Boom
02-10-2004, 08:29 PM
The way grapple is now is kinda dumb. I mean I can see what the problem before was but this isn't the answer.

I think the grappler should be able to break it whenever he wants. Being stunned for a full 12 seconds is too much. It should be you grapple your target, you are both stuck, and if the grappler moves it breaks and the grapplee is free. That would make it still useful for breaking up tank train without being as lame as it is now. You see tank train going after bard, you grapple a tank, you and the tank are stuck, you wait a few seconds till the bard gets a few feet ahead of the tank, then you rush the tank, breaking grapple on him and you, and fight the tank or whatever. That way the tank is effectively peeled off the bard, but isn't stuck there while you can cast on him endlessly. And when you break the grapple and rush your target he has a choice, he can fight you, or try to ignore you and catch up to his original target. It wouldn't be overpowered and it wouldn't be so gimpy like it is now, (12 second self stun, uggh). It would just allow you to give your bard from 1 to 10 seconds to get a little ahead and the cost is you are stuck for however long your target is stuck.

crendalerst
02-11-2004, 12:38 PM
well said boom, also I think grapple is overpowered on shrooms, you grapple them and they can't move even after the timer is up..

Aalladorn
02-11-2004, 09:15 PM
Did you send that Idea to the Dev's? I think it would fly, nice job Boom. ;)