Rbquin244
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#1
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Let me start by saying I have a 38 slayer and warrior. I think there is a problem with how PvP mechanics work and how warriors deal damage. Wars are very combo based to maximize there dps. Using Traverse Cut as an example, when dpsing a mob your character does not travel threw the mob when using skills (this makes sence, if you use a skill and are aimed at the target not off to the side or dodged you should collide with it and not pass threw it). You also can't run threw the mob w/ out dodging threw it. So why the second you flag for PvP or duel can you still run threw PC players? It doesn't make sense to me. I can understand why we can run threw each other when we are not pvping as to avoid annoying collisions while in towns ect. It is pretty much impossible in pvp to hit a person with more then one traverse cut as the skill thrusts you forward so much after one hit even aimed precisely by the second you have passed threw your enemy and are stuck wildly swinging for 12 more hits mean while being blown up. I am just wondering why the devs decided to take unit collision out of PvP? Even if I stun my target any skill I use i.e. blade draw, rising fury, reign of blows, even basic attacks after one swing I pass right threw my target. Imo PvP collision should work the same way it does vs mobs it only makes sense to me. I would like others input on the matter please. Maybe I'm just crazy but, if I have a stunned target and line up a perfectly aimed traverse cut or even basic attack I should not just pass threw them after one swing if I miss them then yes I can see that but just like when facing a mob in PvE if I'm aimed on my target I should keep hitting them I think.