Shoulder dash | Page 2 | The Legend of Mir

Shoulder dash

nah,i just dont want to show you how to play it lol

Haha funny kid you. 100% make everything you posted on this thread turn to BS. I certainly would not offer to do this and record it, if I was wrong because I'd just look stupid. So perfect opportunity for you right there.

Personally tho, your opinion on this doesn't really matter to me, I just seen the opportunity to show how much shit you chat, and would of made you look stupid. But I guess your aware of that which is why you didn't log your wiz.

Anyways I'm confident that those who have participated in testing, is enough to show the problem, regardless of pvp ability. Because even if they ain't the best at pvp there is no way people should be immune from taking damage from them?
 
if the war is dashing away hes not inflicting damage on anyone, its not causing you to die or receive damage any quicker, you could also re cast spells in front of him or his trajectory like frozen ground and the fire circle thing unless im wrong? would take it from u being able to stand in it but thats a give and take if your trying to inflict damage at all aspects of the warriors movements which sounds like what this argument is about. the dude still has to come up to you most likely sitting in 2 spells while you cop and hit you. if hes not standing literally right next to you hes not doing shit to you regardless. (unless I'm misinterpreting this whole argument)

if your opposed to them escaping damage why is it ok for wizz to translocate, its essentially the same thing a way to avoid being hit. the way ive noticed things a war can die in a few hits from another war a wizz cannot with shield and some PDR so i dont know whats unfair about it. the dudes literally dashing away to survive from getting near you or trying to avoid being near you at that time because of everything you got going on.
 
Yeah fix shoulder dash its pretty feked on here, u stand 1 step away and SD it wont push your opponent away instead itwill run you 1 step and make you close to him only wtf is this

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Bit interesting to hear shoulder dash does 1k damage on Arcadia, well on here it does 0 lol and you have to be right next to your opponent which is ridic
 
Funny cause I can bc a war that's dashing and have 3 seconds to wipe his hp to nothing. Have you ever tried to trans in front and repulse? Gotta use some imagination. This isn't a discussion this is just you fighting for something that you want. If all the war can do is run, not do dmg, not cc or anything besides pot v slowly is it really game breaking? There's plenty counters to it.
 
Funny cause I can bc a war that's dashing and have 3 seconds to wipe his hp to nothing. Have you ever tried to trans in front and repulse? Gotta use some imagination. This isn't a discussion this is just you fighting for something that you want. If all the war can do is run, not do dmg, not cc or anything besides pot v slowly is it really game breaking? There's plenty counters to it.

Log a wiz come in game np
 
Me and nerd tested it,its kinda fucked up tbh,its possible to play against it but you never will get rewarded for the amout of time you put into the fight.
 
Me and nerd tested it,its kinda fucked up tbh,its possible to play against it but you never will get rewarded for the amout of time you put into the fight.

Appreciate your honesty. As I said, my aim of this thread was not to argue with people. But to hopefully get it sorted out.

I'm not asking for major changes a simple stop step and run after sd has been cast would fix most of it. Because right now when your running and shoulder dash you can't see where the spell starts or ends as it's just a running animation in a straight line. By the time they hit the end and you realise they have dashed they're already running still at full speed so there is no stop. During the 2 second animation they are already at point B. But you have no way of actually knowing dash was cast. So your still trying to hit them, your spells are on cool down so large amounts of hits miss as you have no idea they are dashing so carry on casting. Or you have generally missed the 1 second opportunity to land a hit before they are off in another dash. action, as the wiz/tao your opinion will change.
 
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Appreciate your honesty. As I said, my aim of this thread was not to argue with people. But to hopefully get it sorted out.

I'm not asking for major changes a simple stop step and run after sd has been cast would fix most of it. Because right now when your running and shoulder dash you can't see where the spell starts or ends as it's just a running animation in a straight line. By the time they hit the end and you realise they have dashed they're already running still at full speed so there is no stop. During the 2 second animation they are already at point B. But you have no way of actually knowing dash was cast. So your still trying to hit them, your spells are on cool down so large amounts of hits miss as you have no idea they are dashing so carry on casting. Or you have generally missed the 1 second opportunity to land a hit before they are off in another dash.

Basically your timing on the dash has to be perfect. Which in writing sounds easy? Which would be the case if auto run and dashing during running didn't exist. Could just lay armageddon at point b every time. But sadly point A and B don't exist. As auto running when dash ends, and no indication other than - 16 mana when cast if your good enough to see - 16 mana and hit at point b. Kudos to you, but would need some serious concentration and hella fast reflexes. Which the average player doesn't have.

It's a tricky one to explain but the minute you see this in action, as the wiz/tao your opinion will change.

If there was any other way to stay in a fight longer than 10-15 seconds most the time I'd be fine with a nerf. On the other side of things test it in a real pvp environment ie mobs in pb. In pvp I agree it could do with a nerf but in pve it's one of the few safe ways to disengage and Regen. We don't have a good way to heal/tank anything.
 
If there was any other way to stay in a fight longer than 10-15 seconds most the time I'd be fine with a nerf. On the other side of things test it in a real pvp environment ie mobs in pb. In pvp I agree it could do with a nerf but in pve it's one of the few safe ways to disengage and Regen. We don't have a good way to heal/tank anything.

Not asking for a nurf cool down can stay the same, a stop step and run is a minor change which means in pvp they would be receiving the damage aimed, while in pve it can still be spammed.

Just to add to this with enough hpr even with this change the warrior could out pot the damage. But that's not the issue. The issue is taking them hits, which currently are being avoided.
 
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Appreciate your honesty. As I said, my aim of this thread was not to argue with people. But to hopefully get it sorted out.

I'm not asking for major changes a simple stop step and run after sd has been cast would fix most of it. Because right now when your running and shoulder dash you can't see where the spell starts or ends as it's just a running animation in a straight line. By the time they hit the end and you realise they have dashed they're already running still at full speed so there is no stop. During the 2 second animation they are already at point B. But you have no way of actually knowing dash was cast. So your still trying to hit them, your spells are on cool down so large amounts of hits miss as you have no idea they are dashing so carry on casting. Or you have generally missed the 1 second opportunity to land a hit before they are off in another dash. action, as the wiz/tao your opinion will change.

I agree with ya but you've forgotten the major problem: old time u can use SD 2-3 or maybe more steps away and still SD a player away now it wont work u gotta be only 1 step close to him which is rly unfair meaning it will be hard to cast on ranged classes, and would be pointless on melee 9/10 of the time
 
I agree with ya but you've forgotten the major problem: old time u can use SD 2-3 or maybe more steps away and still SD a player away now it wont work u gotta be only 1 step close to him which is rly unfair meaning it will be hard to cast on ranged classes, and would be pointless on melee 9/10 of the time

Battle charge can be cast from spaces away and pushes them back. A better choice for closing down targets during pvp. You can be 4/5 spaces away and bc them.
 
Battle charge can be cast from spaces away and pushes them back. A better choice for closing down targets during pvp. You can be 4/5 spaces away and bc them.

battle charge is overpowered imo, its both attack and defence

yet still nothing beats the classic old ShoulderDash

If shoulderdash wasnt modified on here it'd be awesome i reckon, but again as u said its probably been put this way becuase of battle charge.

Fair enough i suppose
 
Appreciate your honesty. As I said, my aim of this thread was not to argue with people. But to hopefully get it sorted out.

I'm not asking for major changes a simple stop step and run after sd has been cast would fix most of it. Because right now when your running and shoulder dash you can't see where the spell starts or ends as it's just a running animation in a straight line. By the time they hit the end and you realise they have dashed they're already running still at full speed so there is no stop. During the 2 second animation they are already at point B. But you have no way of actually knowing dash was cast. So your still trying to hit them, your spells are on cool down so large amounts of hits miss as you have no idea they are dashing so carry on casting. Or you have generally missed the 1 second opportunity to land a hit before they are off in another dash. action, as the wiz/tao your opinion will change.

Nerd and me also tried to aim the Spot with Single target spells of a wizzard,this also dont work,but as a warrior it does (pre hit the Spot of dash end)
 
As a tao u can pre hit the guys whilst in mid dash u just need to time it correct after the 2nd step of the dash, still bit of a joke seeing as sd/autorun/bc all blend together so its pretty hard to actually tell when they started the dash.
To even be able to land the hit is a job in itself and even with landing the hit , most warriors have 500%+ hpr and lets just say i would luckily hit a 1k boreal on the minimal chance i could , 1 dash and hes regend everything whilst being impervious to all damage apart from the tiny time window during that dash and at the end of the dash.

I saw threads of having a war skill where u turn to stone and become invincible.... u already have this skill in shoulder dash lol.
 
I will see if we can add some visual indication of start / end dash. See how things go from there.
 
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