... I literally said they are 99-100 percentile players. Furthermore, this isn't new information. Piercing Talon has been mathed out as a loss since the beginning of this expansion because it not only can't make up the difference of your buffed combo that never breaks, even in a situation where you'll opt to use range attacks, Doom Spike is 170. There hasn't been a single scenario this entire expansion has any reason to be on your hotbar.
If that were the case, why doesn't Ninja pull drastically ahead this tier? In Verse, it completely dominated Dragoon and Monk yet now is only slightly ahead or outright lower. Could it be the fact this tier is far more Melee friendly? In fact, the one fight Ninja is more noticeably ahead is E9S... which has brief downtime. I'm well aware how Ninja plays, however it's usually a gain to delay a Mudra if you know you'll have downtime. Dragoon, Monk and even Samurai don't have that option. Granted, Samurai at least has a combo Enpi possibility.
Yes, it does. Spinning your GCD on a 150 potency attack will be a noticeably loss even without it breaking your combo if you could have otherwise stayed in and greeded your main combo with Sprint. All this accomplishes is giving Melee a button to press when they're forced off the boss. The only "advantage" is to overly safe players who disengage too early, which is entirely irrelevant because there's already going to lose damage anyway. What race to enrage? You literally said two GCDs won't matter. Now you're claiming the exact opposite; that by allowing Melee range attacks to not break your combo, it'll somehow be the difference between a potential kill? Furthermore, you keep acting as though this change would suddenly make Melee braindead when in reality, it'll barely impact them overall since, well... you'll very seldom use these attacks. Put simply, you are making way too big a deal over how "easier" this will make Melee.
Granted, I do agree some mechanics are just poorly thought out. E7S towers comes to mind where double Melee comps may have to disengage purely by chance. Not only is it irritating for the Melee, it entirely negates Range players having free mobility since they don't even utilize it. But that's a whole separate issue.
If you mean Elusive Jump-ing back to the boss? It works in E10S when he does "chariot". You can get an extra GCD with sprint, run out and flip back through the animation. You'll still lose a GCD but only just barely. Can also time it on E11S but isn't needed there.




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