![]() "Stand Your Ground!") also end up giving out a fair bit of Retaliation. ![]() The classic example is an Elementalist casting Meteor on a big group of enemy players and then getting killed by just retal ticks alone - and that's not, like, reactive, it's just the standard support builds groups bring to make sure everyone has vital buffs like Stability (e.g. Some of these trigger *a lot* of Retaliation, especially if you hit multiple people grouped together who all got the buff from a single support character. Since you're fighting players, they'll have fast/repeating attacks, multi-target attacks, pulsing ground-targeted AOEs, &c. In PvP/WvW, it shows up a lot as an incidental boon spat out by supportive builds (especially Guardians). There are builds that *use* Retaliation to charge up some traits (like Radiance), but the damage of Retaliation itself is kinda forgettable - most NPCs have big slow attacks and you usually avoid a lot of them. and solving the problem of conditions is something I would attribute more to Cleansing them or the original function of Resistance since that too is "solving" the problem of conditions by negating their effect temporarily. Resolution doesn't quite feel the same, to me that word feels more like solving a problem. Maybe I been playing too much Pillars of Eternity lately or something but I just like the idea of Fortitude being associated with resisting things like poison and disease. But that comes along with being able to be flanked from all other directions, and only being able to pin enemies and perform Opportunity attacks towards that single hex as well.I like those words as well ( esp Fortitude) and I figure they picked Resolution because Resolve is already in the game (Virtue of Resolve) but I think in that case Resolute would be a better fit but then again does having resolve translate into resisting damage? I know its just a game but I don't fully see the logic there.įortitude was the first word I thought of as well that might have been a better fit than Resolution. However, regarding your example, this can be done if the Zone of Control of a unit is reduced to a single hex in front of it (which is possible). Thus, since Zone of Control "controls" whether a unit can or cannot perform Retaliation and Opportunity attacks, it is not possible to have a unit that only does one or the other.ī) I was looking into the possibility to mod that, but I don't think there is a way to give dynamically give a unit a property (such as additional Retaliation Attacks) depending on how many action points they have left Maybe that'll be possible in future builds of the modding tools!Ĭ) I don't believe that it is possible to target a specific enemy unit for Retaliation / Opportunity attacks. Which is why flanking attacks don't trigger Retaliation attacks (since the flanking unit is not in the Zone of Control), and disengaging from an enemy while not in their Zone of Control will not trigger Opportunity attacks either. In addition, I believe that it is the Zone of Control which actually determines towards which hexes a unit can perform Retaliation / Opportunity attacks, and where an enemy unit becomes pinned. So that, for example, retaliation/opportunity attacks are only activated with the unit directly in front.Ĭlick to expand.No problem at all! Hope you have fun trying it out!Ī) What Low said is correct, Retaliation and Opportunity attacks are one and the same! The counter that determines how many you can perform is shared! So that, for example, a unit gets 1/2/3 retaliation/opportunity attacks when it has 1/2/3 action points left, similar to what is triggered with repeatable attacks.Ĭ) Is it possible to target a single enemy unit for retaliation/opportunity attacks? Is this correct?ī) Is it possible to determine the number of extra retaliation/opportunity attacks based on how many action points the unit has left? In theory then you could have a unit that retaliates when attacked but that does not do attacks of opportunity. So, all Melee units get retaliation attacks but only those with Zone of Control get attacks of opportunity. So that, for example, entering defense mode adds only retaliation attacks but removes the ability to do opportunity attacks for that turn.Įdit: after checking out Komogi's mods and other posts, I suspect that the two reactions originate from different traits but share the same counter. I will certainly try it.įor you and anyone with experience in modding this mechanic, I would very much like to get insight on the following:Ī) Is it possible to distinguish between retaliation and attacks of opportunity or are they the same thing mechanic-wise? A very interesting discussion so far, thank you all for chipping thank you for sharing your mod.
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