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Suggestion; Add Super-armor to Air Recovery.


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#1 Coolsam

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Posted 22 August 2015 - 05:01 PM

Any air-recovery is denied by air-based combo skills.

 

Anti-air shot disables it entirely.

Well-timed Storm/Wyvern Blade cancels it.

Headspin tricks many into wasting OR Upper Scredriver cancels it if you wait.

 

Simply add super-armor to air recovery and continue to limit it to one air-recover. Allow damage from skills to continue damaging the player but not lock them in mid-air.


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#2 VinylDorayaki

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Posted 22 August 2015 - 05:35 PM

Air-locking is one of the problem in pvp that I hate the most  :hmm:  Like how Archer spam Anti-airshots and all I could do and hands off keyboard, watch and wait to die. I agree that they should apply super-armor while on the air after 1 or 2 attacks ( 2 shots of antiair for example ) in PvP ( PvE is fine ) 


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#3 SoulSight

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Posted 22 August 2015 - 05:44 PM

I agree!


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#4 ScrambledCraig

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Posted 22 August 2015 - 06:30 PM

Ruin the savage :D


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#5 SoulSight

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Posted 22 August 2015 - 06:37 PM

If they have enough attack speed, victims never land :(


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#6 SoulSight

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Posted 22 August 2015 - 06:37 PM

.


Edited by SoulSight, 22 August 2015 - 06:37 PM.

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#7 ScrambledCraig

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Posted 22 August 2015 - 06:38 PM

If they have enough attack speed, victims never land :(

 

The archer air lock is kinda annoying but savage air lock dosent last that long


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#8 StormHaven

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Posted 23 August 2015 - 03:28 AM

The archer air lock is kinda annoying but savage air lock dosent last that long


If have a decent connection then headspin->uppercut->head spin and your opponent will never touch the ground.
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#9 ScrambledCraig

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Posted 23 August 2015 - 01:46 PM

If have a decent connection then headspin->uppercut->head spin and your opponent will never touch the ground.

 

headspin->uppercut- is right but you still have 2 seconds till the head spin is ready to go again. you can use aerial frenzy which can last for only so long,


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#10 SoulSight

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Posted 23 August 2015 - 01:53 PM

You can still jump out if you're perfectly timed.

 

Edit : It would be much easier if you have enough MS


Edited by SoulSight, 23 August 2015 - 01:53 PM.

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#11 ohsnap

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Posted 23 August 2015 - 01:54 PM

Guess that savage and sentinel airlocking combo to ONE target is too stronk in bsq


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#12 SoulSight

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Posted 23 August 2015 - 01:58 PM

Guess that savage and sentinel airlocking combo to ONE target is too stronk in bsq

I don't see many sentinels and savages in lv81 bsq. 2 sentinels and savages i know are : x********t , E**i, R******s, d********k.


Edited by SoulSight, 23 August 2015 - 05:58 PM.

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#13 StormHaven

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Posted 23 August 2015 - 02:26 PM

Guess that savage and sentinel airlocking combo to ONE target is too stronk in bsq

 

Technically Sentinels can't even  infinite airlock any more considering AAS was changed so no longer lifts people up, but since elements is around everyone just dies before they hit the point where AAS will auto drop you.

 

and Red you're right i forgot Ariel frenzy, but anyway go ahead and try to get someone to escape from headspin->uppercut->aerial frenzy->head spin, if your connect is good and your opponent has anything above 50ping they can't escape since headspin as a pretty wide veritcal and horizontal hitbox and once they try to hop away after AF they'll just get hit by headspin and repeat. I use it all the time in 60-65 bsq on my Harle just to annoy stacked players.


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#14 ManItsMike

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Posted 23 August 2015 - 02:46 PM

It's an interesting idea. I sat in pow earlier watching a paladin talk about how pro he was, and insulting another player after beating him in pvp. His strategy was simply bear > SB > MSB > SB > MSB > SB > MSB > SB > MSB > brag. Locks and elements are the reasons why I don't pvp, myself. I'd love to see something like this implemented, for sure.
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#15 SoulSight

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Posted 23 August 2015 - 03:03 PM

It's an interesting idea. I sat in pow earlier watching a paladin talk about how pro he was, and insulting another player after beating him in pvp. His strategy was simply bear > SB > MSB > SB > MSB > SB > MSB > SB > MSB > brag. Locks and elements are the reasons why I don't pvp, myself. I'd love to see something like this implemented, for sure.

 

Time Reversed aura does not work in battlesquare so he can't make it continuously in a cycle but...shame on him. 


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#16 Coolsam

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Posted 23 August 2015 - 03:47 PM

Guess that savage and sentinel airlocking combo to ONE target is too stronk in bsq

 

Savage can technically hit numerous targets packed together. BSQ has several instances of this.

And technically, AAS has additional targets per level which is possible w/o wasting SP thanks to ring sockets.

 

 

Technically Sentinels can't even  infinite airlock any more considering AAS was changed so no longer lifts people up, but since elements is around everyone just dies before they hit the point where AAS will auto drop you.

 

and Red you're right i forgot Ariel frenzy, but anyway go ahead and try to get someone to escape from headspin->uppercut->aerial frenzy->head spin, if your connect is good and your opponent has anything above 50ping they can't escape since headspin as a pretty wide veritcal and horizontal hitbox and once they try to hop away after AF they'll just get hit by headspin and repeat. I use it all the time in 60-65 bsq on my Harle just to annoy stacked players.

 

51-60 You can get kills even on stacked players with a +4.

Headspin>Upper Screwdriver>Aerial Frenzy>Quick Cutdown>Repeat.

 

AAS with elements and it's attack speed scaling. Unless you're frame-perfect with Air-recover+Super Armor escape it'll catch and lock you.


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#17 ScrambledCraig

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Posted 24 August 2015 - 10:09 AM

We should just have a move that gives us crowd control for 3 seconds and a cooldown of like 3 min so only use once in one pvp match


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#18 SoulSight

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Posted 24 August 2015 - 11:02 AM

Shall we go back to the topic?  :hmm:

I agree that anti-air shot should provide superarmor to victim.


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#19 checksome

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Posted 24 August 2015 - 10:32 PM

I hate the AAS too. Work around here is try to avoid them by recovering fast. lol.


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#20 ohsnap

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Posted 24 August 2015 - 10:39 PM

Savage can technically hit numerous targets packed together. BSQ has several instances of this.

And technically, AAS has additional targets per level which is possible w/o wasting SP thanks to ring sockets.

 

 

 

51-60 You can get kills even on stacked players with a +4.

Headspin>Upper Screwdriver>Aerial Frenzy>Quick Cutdown>Repeat.

 

AAS with elements and it's attack speed scaling. Unless you're frame-perfect with Air-recover+Super Armor escape it'll catch and lock you.

I have lvl 5 aas I can assure you the multiple targets isnt as reliable as u think


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#21 PamaypaY

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Posted 29 August 2015 - 08:39 AM

I don't know whose or which agenda is being discussed in this thread, but the current system is just fine. The beauty of AR is its difficulty to master. If the pvp in this game would be as easy as its pve, then its not a game anymore. IMO, I play a game to be challenged and to be great at it. I'm sure that if this is change to a non-game breaking system is somehow implemented (hope to god it doesn't) then complains will be about something else that's not really game breaking. Besides, this would only affect classes that aren't even top tier classes. Overlords, Savages, Archers would be most affected by it and those classes aren't close to being Invokers or Summoners. I think it's better to focus the changes to those that need them, rather than suggesting something that would essentially be a nerf for classes that are considered balanced.


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#22 sean718

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Posted 29 August 2015 - 09:24 AM

To airlock someone requires team effort when considering large scale pvp. I don't think air recovery is necessary. Locking is an essential part of the game as much as most would hate to admit it. Each class is unique in it's own way when taking PvP into consideration. Each has different and varying roles, depending on the games latest updates.

 

I think, aside from some sorcerer, twins, priest, modifications, and summoner modifications, we are at a decent standpoint. Teamwork is essential to large scale PvP and I could go on about what specific roles each class should aim to achieve to better their team for these cases. Synergy with the players with whom you choose to participate in PvP is essential, more so than actual skill. 

 

If you are launched by a savage and are starting to get AAS'd by their team member, I would sincerely hope that your team knows well enough to look to your direction to come and assist you. It is quite easy to disrupt an AAS, each class has the ability to disrupt it. 

 

 


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#23 ManItsMike

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Posted 30 August 2015 - 05:50 PM

To airlock someone requires team effort when considering large scale pvp. I don't think air recovery is necessary. Locking is an essential part of the game as much as most would hate to admit it. Each class is unique in it's own way when taking PvP into consideration. Each has different and varying roles, depending on the games latest updates.

I think, aside from some sorcerer, twins, priest, modifications, and summoner modifications, we are at a decent standpoint. Teamwork is essential to large scale PvP and I could go on about what specific roles each class should aim to achieve to better their team for these cases. Synergy with the players with whom you choose to participate in PvP is essential, more so than actual skill.

If you are launched by a savage and are starting to get AAS'd by their team member, I would sincerely hope that your team knows well enough to look to your direction to come and assist you. It is quite easy to disrupt an AAS, each class has the ability to disrupt it.

You make a compelling point. I was thinking in 1vs1 pvp, and I never even considered group, because that would require me to have friends. (Just kiddin')

I've gone on record saying that I don't like pvp, and have little to no interest in it, so many others in this post would know much better than I would. Please excuse me if I'm wrong about anything here!

The only way to really kill an Invoker is to lock them, assuming there wasn't a discussion beforehand about not using heals. Just imagine a stacked Invoker with elemental resistance out the wazoo being able to air recover with super armor. *boop* instant healed all of the work you've just done, probably with time spent lag walking to throw down a slow heal as well. While the idea is pretty cool and would add a new dimension to pvp, it very well may not be practical in terms of group pvp, or 1vs1 (depending on classes involved, I just used invoker as an example because it's the one I know best)
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#24 Agitodesu

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Posted 02 September 2015 - 09:11 AM

I think air recovery is fine the way it is. But I personally would like to have more than 1 air recovery(old day air recovery). But air locks you got to deal with it even if it's a 1v1 and so on. There's a limit to how many skills a class would have to not be able to lock... Which would be very low since locks come from only 2-3 skills out of the many skills classes have. You can not blame locks in team play because if more than 2 people are focusing a target that person being locked is a threat and the other team should help save him since he is valuable. But that doesn't mean everyone has to lock. Locks=secure win or higher chance to win without locks, but you are looked down upon. No locks= respectable person or has enough skill to win without locking.
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#25 SoulSight

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Posted 10 September 2015 - 05:28 PM

It seems that the topic has been cooled down :|
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