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[CW] Repel does not repel at least 40% of the time

ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
edited June 2014 in PvE Discussion
Repel is buggy. At least 40% of the time enemy isn't repelled at all.
Post edited by ianthewizard2012 on
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Comments

  • ambisinisterrambisinisterr Member, Neverwinter Moderator Posts: 10,462 Community Moderator
    edited June 2014
    Max 5 Targets.

    CC Immunities and reductions apply, particularly against players.
  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited June 2014
    Yeah, I know. This issue actually has existed for a long time. In PvP, I'm pretty sure the target don't have cc immunity (when I'm trying to push him/her).

    To be more precise, they aren't pushed away, but seems to be immobilized at the original place.
  • mmm1001mmm1001 Member, NW M9 Playtest Posts: 497 Arc User
    edited June 2014
    Repel on TAB is broken since they limited it to 5 targets. Or maybe it is not broken, just pretty useless - it just repels any 5 of targets in front of you, not ones you expect/want. And those immune to repel counts too.
    Anyway there is only one Dungeon where repel is necessary/useful and in PVP it is waste of encounter slot - better put something damaging there.
  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited June 2014
    mmm1001 wrote: »
    ... in PVP it is waste of encounter slot - better put something damaging there.
    Not until they change the overpowered "Threatening Flying" and "Flying Strike". :)
  • lisaxxiilisaxxii Member Posts: 207 Bounty Hunter
    edited June 2014
    Repel is buggy. At least 40% of the time enemy isn't repelled at all.

    Yessir, tenacity sucks. And pro tip: when you attach a mathematical value to something you can't possibly accurately measure, people (like me) will come to troll you.
    Enemy Team
  • kattefjaeskattefjaes Neverwinter Beta Users, Neverwinter Hero Users Posts: 2,270 Bounty Hunter
    edited June 2014
    Not until they change the overpowered "Threatening Flying" and "Flying Strike". :)

    Well, you can either slot better choices, or refuse to and post more nerf threads. One of these options will improve your gaming experience, try to guess which. As awful as I am at PvP, I am looking forward to coming across someone who takes every possible power use as a personal affront, and who refuses to adapt- even I will win that battle.
  • meldan3nmeldan3n Member Posts: 0 Arc User
    edited June 2014
    Repel is the only defensive move CWs have. Since Tenacity, it has become almost useless, because it doesn't ignore CC resistance.

    Same as Shocking Execution ignoring all defenses and dodges, I think Repel should ignore all CC immunities and resists. This is the only way for a CW to protect himself. TRs have ITC, Stealth, Dodges; GWFs have Unstoppable; HRs have many more dodges than CW and Stealth; DCs heal... but yes, they could use a buff regarding tankiness; GFs have their Guard.

    Yes, we have our 3 dodges and we a ranged. But we are by far the squishiest class and everyone else is ranged, too. We need our Repel to be reliable!
  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited June 2014
    meldan3n wrote: »
    Repel is the only defensive move CWs have. Since Tenacity, it has become almost useless, because it doesn't ignore CC resistance.

    Same as Shocking Execution ignoring all defenses and dodges, I think Repel should ignore all CC immunities and resists. This is the only way for a CW to protect himself. TRs have ITC, Stealth, Dodges; GWFs have Unstoppable; HRs have many more dodges than CW and Stealth; DCs heal... but yes, they could use a buff regarding tankiness; GFs have their Guard.

    Yes, we have our 3 dodges and we a ranged. But we are by far the squishiest class and everyone else is ranged, too. We need our Repel to be reliable!
    I wholeheartedly agree with you. CW in PvP is in dire need of survivability. Repel needs a fix or a buff.

    And also, like what I suggested in a previous thread, GF's shield block should not be able to block Repel because Repel forcefully pushes the entire object away so holding a shield isn't supposed to help. Currently GF being able to block Repel makes no sense.
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited June 2014
    Moving to gameplay as there is more of a discussion going on here than bug reporting. Please file an in-game bug report if you feel there is an underlying bug within this topic. Thanks!
  • benskix2benskix2 Member, NW M9 Playtest Posts: 674 Arc User
    edited June 2014
    If it's working 60% of the time that's a huge improvement from what it was doing a month or 2 ago when I unslotted it.
  • crazymikeecrazymikee Member Posts: 694 Arc User
    edited June 2014
    I wholeheartedly agree with you. CW in PvP is in dire need of survivability. Repel needs a fix or a buff.

    And also, like what I suggested in a previous thread, GF's shield block should not be able to block Repel because Repel forcefully pushes the entire object away so holding a shield isn't supposed to help. Currently GF being able to block Repel makes no sense.

    In fact because he puts his shield up repel should work EVEN better since there is a greater surface area that is being pushed. :)
    Coach Mike - 19.1k PvP CW
    CRAZY MIKE - 14.6k PvE CW

    Backbone - 16.7k PvP HR
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  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited June 2014
    crazymikee wrote: »
    In fact because he puts his shield up repel should work EVEN better since there is a greater surface area that is being pushed. :)
    True! /10 char
  • hexanna22hexanna22 Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 204 Bounty Hunter
    edited June 2014
    I like when I say that repel is pretty much useless in pvp, and people tell me to "get Behind" the Gwf....That is one of the hardest things to do with how the game currently is...but even if you do get so lucky, the good/well geared players still end up immune much of the time...

    I feel like the better strategy is to just not get into a position where one needs to use repel.
  • degraafinationdegraafination Member, Neverwinter Beta Users Posts: 0 Arc User
    edited June 2014
    This is the primary reason why I stopped PVPing on my CW. I had no way to create distance from an enemy with Tenacity so strongly nerfing Repel. If it ever gets back to, let's say, 90%, I may take up playing Trace again. In the meantime, I'll keep rocking the GWF and HR. Very fun classes to play!
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  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited June 2014
    This is the primary reason why I stopped PVPing on my CW. I had no way to create distance from an enemy with Tenacity so strongly nerfing Repel. If it ever gets back to, let's say, 90%, I may take up playing Trace again.
    How does Tenacity nerf Repel? People say Repel isn't affected by control resist.

    In the meantime, I'll keep rocking the GWF and HR. Very fun classes to play!
    GWF and HR's fun; other classes' pain. I find no reason to be happy if the "fun" class I'm playing isn't implemented well and is overpowered.
  • pantamimepantamime Member Posts: 0 Arc User
    edited June 2014
    Wow, perhaps the most under-rated CW spell on Tab, Repel. You guys know that Tenacity and stuff reduces the push of it just as it does freezes or stuns or what have you(everything but prones lol go figure)

    I understand why people hate it in PvE but for Domination PVP? It is so very useful and great. Especially in tab with a 6 sec cool down.

    And what people see as the "best" pvp spell SotEA on tab is so easily countered by this simple useless push spell. Also If you are planning on using push with out utilizing other arcane spells for arcane mastery stacks then that's just silly. For every 1 Shard an enemy can drop I have 2 pushes.

    Even if they don't get pushed far the stun still applies long enough to get off another spell pr put more distance between you and who you pushed.

    Right now my CW(haven't played her in a couple weeks as I have been doing lots of work and research and testing on Whisperknives)

    She is runnin Repel on tab, Fanning the Flames, Ray of Enfeeblement and Entangling Force.
    Sometimes I will sawp out certain spells, but I have grown used to using all arcane spells and only the Fanning flame encounter. Sometimes I will use shield or steal time in place of whichever I deem to be replaceable during a match.
    Repel makes CW(with arcane stacks and maybe some CC bonus) one of the greatest point defenders in Hotenow.
    I can repeatedly push backcappers off the ledge and land everything while they are running back to the stairs to get back to me. Then dance around while all my DoTs burn him down. Rinse and repeat.

    Repel is also the only reason I have one a few difficult 4v5 matches and really difficult 5v5 matches.

    Keep at it, practice Repel on tab. A good combo is to burst your shield for a push THEN push the target with repel. That will surely help put more space between you and your enemy.

    With this setup arcane mastery increases everything I can do. FtF gets the bonus and so does Scorching burst. It is all about landing DoT's on someone then pushing them back and letting the DotS do their job while the enemy either runs back to you or runs away.
    [SIGPIC][/SIGPIC]
    PVPer rocking it Solo queue style since the dawn of Neverwinter
  • oicidrazoicidraz Member Posts: 627 Arc User
    edited June 2014
    I like repel, they have saved me countless time, they repel my GF and save me from death, or when I want to go to the node they repel me and push to the node.
  • relativityrelativity Member Posts: 246 Arc User
    edited June 2014
    True. I remember being repelled towards nod my team was struggling to contest (they missed 1 person, and there I appeared out of a sudden). There was also a time, when I got repelled just in time to be saved from GWF. I bet he was pretty pissed, but I ended near the healing pot and could be only thankful.

    I used repel long time ago, when GWFs were pretty weak and CWs pretty OP only to push others off the nod I was trying to cap. It may be good when CW 1v1 someone. It requires skill though to operate it in a way that doesn't interrupt other team mates fights.
    Bids he then the spruces to singer him an anthems!
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  • crystal892fcrystal892f Member, NW M9 Playtest Posts: 385 Arc User
    edited June 2014
    pantamime wrote: »
    She is runnin Repel on tab, Fanning the Flames, Ray of Enfeeblement and Entangling Force.
    Interesting Setup. But why Repel on tab? Does it increase the distance pushed?
    Unfortunately none of your spells profit fully from Armor Penetration.

    When I slot Repel, I do so to push enemies away. Create space. But this happens more than inconsistent due to the fact that players have at least 20% chance to resist the push effect. And I don't know if the deflection bug (deflected attacks also shorten the CC effect by the deflection severity, afaik) is already fixed, which, if not, also decreases the chance to push.

    EDIT:
    How does Tenacity nerf Repel? People say Repel isn't affected by control resist.
    Who says that? The devs claimed (I doubt it's true / bug free), that CW spells have a 66% chance to penetrate control resist. And Tenacity adds control resist (20% easy).
  • proneificationproneification Member, Neverwinter Beta Users Posts: 494 Bounty Hunter
    edited June 2014
    oicidraz wrote: »
    I like repel, they have saved me countless time, they repel my GF and save me from death, or when I want to go to the node they repel me and push to the node.

    I cannot count the flurries and IBSes that I missed cause some "pro" CW repelled my targets lol.

    So.

    - if you cannot restrain your use of Repel and do it so it won't hinder your party, just don't slot it
    - on Tab? that's for trolling in GG only, maybe. Don't.
    - Repel getting resisted? Why do you think people roll halflings and get 20%+ Tenacity on them? Well, to help against CC is one of the reasons. Also cause halflings are cuuuuute :) Deflect also plays a (buggy) role. Wait for fixes? Why? Bugs reported AGES ago, nothing was done.
    - wanna make repel work better? Use it off Tab, play a Renegade, use Magic Missile and Ray on Tab. This way you can have almost all time 5 Arcane Stacks. it will help Repel a lot.

    So I'd say, either use it properly, either give it up for now.

    As for Repel ignoring Tenacity, how about no? Tenacity has a purpose. CWs can still create distance even without Repel, even if it's difficult against GWFs for example, but that's because GWF is a broken class that should NOT have spammable gap closer.
  • pantamimepantamime Member Posts: 0 Arc User
    edited June 2014
    Interesting Setup. But why Repel on tab? Does it increase the distance pushed?
    Unfortunately none of your spells profit fully from Armor Penetration.

    When I slot Repel, I do so to push enemies away. Create space. But this happens more than inconsistent due to the fact that players have at least 20% chance to resist the push effect. And I don't know if the deflection bug (deflected attacks also shorten the CC effect by the deflection severity, afaik) is already fixed, which, if not, also decreases the chance to push.

    EDIT:

    Who says that? The devs claimed (I doubt it's true / bug free), that CW spells have a 66% chance to penetrate control resist. And Tenacity adds control resist (20% easy).

    Yea I know the don't benefit from ArPen, which is why I didn't waste any stats from gear in to ArPen, Which really freed up some points to flush out other areas. I get my debuff from plaguefire to help my damage since ArPen doesn't help at all for me.

    The main reason on tab is so it gets all the yummy damage boosts from my AoE feats and such and the 6 sec cooldown. And because I mainly PUG and have to contest nodes alone as a CW. and yea people deflect it and resist push but usually when I have 5 stacks of arcane they get pushed a good distance regardless, and if they don't the short stun is long enough to choke. Also you can sweep perma away even if there is only a BaS clone. You get used to timing it right and you can usually catch them right as the clone comes up and since its aoe push you will hit them. They are always within the cone range if you pop it fast enough.

    Sometimes I run with repel on regular and shield tabbed. Or sometimes use Shard tabbed( it is so easy to counter though it just isn't worth it imo, another reason I like repel ). It really depends on enemy team comp.

    And I agree with what others have said, I myself have been saved so many countless times because a CW using push doesn't understand how to use it. If you feel the need to spam repel then don't use it.

    If you want a good experience with it, think of it as a defensive ability. Use it on the enemies when they are on their way to the point, that little stun while they are on horse back ends up with a lot of them being proned quickly.


    If you don't understand how to use it on tab then use it in a regular slot or not at all as proneification said. But as someone who knows how to use it effectively even in team play you will see why it is actually a really good spell.

    Here is my short take on spells, obviously you cant dodge them if you are CC'ed but everything you can dodge except for Icy rays.

    Chill strike? easily dodgeable
    Entangling force? still easily dodgeable
    Ray of Enfeeblement? easy to dodge second beam from tab because everyone tries to double tab it for debuff.
    Shard of the Endless Avalanche? easily dodgeable and evaporates.
    Steal time? tricky to dodge for some, lands slow regardless - procs effects- can be cancelled
    Shield Burst? good luck dodging since it can be bursted whenever
    repel? good luck dodging it - don't use it if you are a spammer. It is to be used tactfully.
    Ice rays? can't dodge , that's why almost every CW uses it
    CoI - just dot damage who cares
    Icy Terrain - cant really dodge but can leave the area
    Fanning the Flame - dodgeable, easy for some
    Sudden Storm - easily dodgeable


    What I do to a CW as soon as they IR me:
    push them and choke. IR wears off and since they always try to get back in to range and are moving I get the first spell off on them everytime. Never Push and chase, never push someone that is running away(unless it is back towards your team)Push also cancels Ice Knife, even if i cant dodge out of IR I cancel IK with repel quite often (that clink clink sounds is so nice to me)

    The reason why you don't want to repel and then chase them is mentioned above. If they need to move to get in to range to you, they then have to stop to cast. This is your advantage now as you are waiting for them to move back in to range your spell will fire off before they can stop and cast their spell. Same goes for other classes , just wait for them to come back in to range and land your spell on them before they can cast or anything.
    [SIGPIC][/SIGPIC]
    PVPer rocking it Solo queue style since the dawn of Neverwinter
  • meldan3nmeldan3n Member Posts: 0 Arc User
    edited June 2014
    I cannot count the flurries and IBSes that I missed cause some "pro" CW repelled my targets lol.

    I haven't seen many pugs use Repel. Those who do are usually terrible at it. They just wanna hit the button once it's off CD, and the CD is pretty low. Probably because they want the Arcane stack... or just because they're pugs.

    But it's the #1 survivability encounter: it's an instant stun, it interrupts HR rotations, practically negates Shard CWs and sends them to full CD. The game just felt much more balanced to me when Repel was more reliable when it came to pushing someone. I didn't feel "OP".
    As for Repel ignoring Tenacity, how about no? Tenacity has a purpose. CWs can still create distance even without Repel, even if it's difficult against GWFs for example, but that's because GWF is a broken class that should NOT have spammable gap closer.

    Maybe. Once GWFs and HRs are nerfed... maybe. But then again, don't you feel like CW was never the #1 PvP class? It was always about nerfing TRs, GWFs, HRs... at some point even DCs. The only classes Tenacity really hit were GFs (chain prones) and CWs. GWFs , TRs and HRs never relied on good CC. Their rotations are so fast that the CC resist doesn't matter. Even if they fix Roar, GWFs will still have their Frontline and Takedown (that have a range which can hardly be beaten by the current Repel). It is not a deadly encounter. It is a life saver. I don't think Repel ignoring Tenacity would make CWs OP. It would be (a very small!) step towards class balance. Especially since we would just return to what it was before Tenacity, and no one ever complained about it, except the own teammates when the CW sucked at using it. :rolleyes:

    I am not saying it should ignore absolutely everything (like Shocking Execution does). It should not ignore ITC, Unstoppable or Guard. But it should be reliable!
  • kattefjaeskattefjaes Neverwinter Beta Users, Neverwinter Hero Users Posts: 2,270 Bounty Hunter
    edited June 2014
    meldan3n wrote: »
    I haven't seen many pugs use Repel. Those who do are usually terrible at it. They just wanna hit the button once it's off CD, and the CD is pretty low. Probably because they want the Arcane stack... or just because they're pugs.

    Yep, and then they post whiny "nerf everybody but me" threads about it, after the GF charges back in and prones them.

    (Also.. seriously.. calling for a nerf to GFs must be the ultimate admission of failure around here :D)
  • meldan3nmeldan3n Member Posts: 0 Arc User
    edited June 2014
    kattefjaes wrote: »
    (Also.. seriously.. calling for a nerf to GFs must be the ultimate admission of failure around here :D)

    But the damage is done, Tenacity is here, GF got nerfed to uselessness... and (no matter if on purpose or not) the CW got nerfed with him.
  • crystal892fcrystal892f Member, NW M9 Playtest Posts: 385 Arc User
    edited June 2014
    CWs can still create distance even without Repel
    I guess you are talking about the dodge. If so: seriously? Because of the starting and ending lag of the dodge animation, you don't really create distance at all. Somebody can literally just walk after you and still be near enough for "melee" attacks.
    meldan3n wrote: »
    I am not saying it should ignore absolutely everything (like Shocking Execution does). It should not ignore ITC, Unstoppable or Guard. But it should be reliable!
    Amen!
  • proneificationproneification Member, Neverwinter Beta Users Posts: 494 Bounty Hunter
    edited June 2014
    meldan3n wrote: »
    But then again, don't you feel like CW was never the #1 PvP class? It was always about nerfing TRs, GWFs, HRs... at some point even DCs. The only classes Tenacity really hit were GFs (chain prones) and CWs. GWFs , TRs and HRs never relied on good CC. Their rotations are so fast that the CC resist doesn't matter. Even if they fix Roar, GWFs will still have their Frontline and Takedown (that have a range which can hardly be beaten by the current Repel). I

    Yes CW needs their day in the sun. I assume at one point this will happen, and my CW is ready for it :) I wouldn't expect it however to be a long day... just a few minutes. Forums will be full of QQ against the class that everybody used to love owning and now is strong.

    Also GWF will hardly miss their Roar when fixed. We gonna go back to FLS, and it will still be bad for everybody else, and will still hit 15K IBS.

    As for Repel, I don't think the spell is actually bugged. If you look carefully and Entangle, you see the same type of behavior: insufficient CC, deflecting builds and halflings reducing its duration to almost nothing. It's the combination of race, Tenacity and occasional deflects that destroys CW's CC. Fix these, and things will be better.
    I guess you are talking about the dodge. If so: seriously?

    I'm talking about constant movement without dodging, casting at wills from jumping, Icy Rays, Entangle, even Chill Strike. Teleport's purpose is hardly to create distance; its purpose is to avoid the dangerous encounters such as Roar (yes you can dodge it) and Takedown, FLS.

    You should not be stationary as a CW. You need to move, move, move, all the time move. Don't get comfy casting stuff.
  • gentlemancrushgentlemancrush Member, Cryptic Developer Posts: 445 Cryptic Developer
    edited June 2014
    I took a look into this and it looks like the push part of the power could be deflected, causing the intensity of the push to drop so low that it was not noticeable. I have corrected that although I don't know when that will go live.

    Additionally I made a QoL change to the spell mastery version that will cause it to ignore targets who are immune to the repelling effect. This will cause it to not attempt to affect those targets, but will mean in situations where you have many targets you will push as many targets as possible. This means it cannot be used in the Spell Mastery slot to deal damage to control immune targets, but I feel this is an acceptable trade off currently. These changes should hit preview sometime soon.
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited June 2014
    I took a look into this and it looks like the push part of the power could be deflected, causing the intensity of the push to drop so low that it was not noticeable. I have corrected that although I don't know when that will go live.

    Additionally I made a QoL change to the spell mastery version that will cause it to ignore targets who are immune to the repelling effect. This will cause it to not attempt to affect those targets, but will mean in situations where you have many targets you will push as many targets as possible. This means it cannot be used in the Spell Mastery slot to deal damage to control immune targets, but I feel this is an acceptable trade off currently. These changes should hit preview sometime soon.
    That sounds really cool and a nice step up of a fix, for sure! As a mainly CW: thank you very much for looking into this! Repel has always been one of my underrated favorites but due to it not working how I felt it should, I only slotted it on rare occasions. This will give me new reason to look back into the almost forgotten favorite spell of mine.
  • nwnghostnwnghost Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited June 2014
    I'm not sure I am overly happy with that change to Spell Mastery.

    In Spellplague for example, I run Repel on Mastery primarily to deal damage to the boss, while it is surfaced and adjust my aim to not hit immunes anyway
  • crazymikeecrazymikee Member Posts: 694 Arc User
    edited June 2014
    I took a look into this and it looks like the push part of the power could be deflected, causing the intensity of the push to drop so low that it was not noticeable. I have corrected that although I don't know when that will go live.

    Additionally I made a QoL change to the spell mastery version that will cause it to ignore targets who are immune to the repelling effect. This will cause it to not attempt to affect those targets, but will mean in situations where you have many targets you will push as many targets as possible. This means it cannot be used in the Spell Mastery slot to deal damage to control immune targets, but I feel this is an acceptable trade off currently. These changes should hit preview sometime soon.

    (if you re-read this thread) All control wizard abilities that involve control, but dont involve prones, are also severely affected as well, and more noticeably then repel because they are used more often. for example, Guardian fighters and great weapon fighters both have more control then a control wizard because the reduction of prone time is much smaller then that of other control powers, and they only use prones, while control wizard only have regular ccs, then the problem arises of control wizards having naturally low defence, and without the ability to control their targets they are always at a disadvantage. *pvping*
    Coach Mike - 19.1k PvP CW
    CRAZY MIKE - 14.6k PvE CW

    Backbone - 16.7k PvP HR
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