- Would be a solid change
- It needs some improvement before it’s worth implementing
- Neutral
- A full removal of Agility would still be better
- I still don’t like this mechanic
Refresher if some of you guys have forgotten
Refresher if some of you guys have forgotten
moderate necrobump but can some of you guys explain the thoughts behind this?
The main argument I saw against the cone check when it was first introduced was that it’s a massive buff to gankers as it makes it impossible for PvE players to run away, however this isn’t really an issue anymore with the announcement of the PvP toggle.
The main complaint I see with Agility now is that it makes it way too easy to just run away from anyone who actually poses a threat to you, which is something that the Cone Check mechanic is made to address. What I’m curious about is, if you can’t run away with Agility, why does it still suck?
Why do they remove Agility anyway? I want to be fast and unpredictable, not hella slow considering i’m a Shadow paladin, at this point they are nerfing most builds for basically no reason
Because pvp players kept getting shafted in combat encounters due to agility and their opinion (for some reason) dictates game balance
Basically the same thing as PvE players saying that PvP toggle must be added. Shit.
Hey, at least both groups got what they wanted.
Yeah, but let’s also not forget PvE players who dislike the PvP toggle option and want the game to be the same (Me basically), and PvP players who dislike the Agility removal. (Also me but i’m not a PvP player my PvP skills are ass)
2 sides got what they wanted, but the other 2 sides got what they didn’t want. Rah!
What about the third group that doesn’t care about agility but doesn’t want conditional jewel effects?
or a 4th group who uses agility in pvp, to dodge attacks, to maintain better postitioning, to get that tasty crash distance scaling