(11-19-2022, 01:32 PM)Cotillion Wrote:Looks like you guys dont readed the guide.(11-19-2022, 12:35 PM)ACuriousGrey Wrote:(11-19-2022, 12:12 PM)Cotillion Wrote:(11-19-2022, 09:08 AM)Simonh2000 Wrote:(11-18-2022, 10:09 PM)Lung Wrote: A way to feint jab, like toggle or something, a way let player jab tp when he wants, will help a lot against people who learned jab timing.
-Like you disable jab tp, use and he just does the 2 tiles move.
Isn't that the least of jab's worries? It's like 4 tiles. The one thing holding unarmed together and it has less than half the range of post-nerf lightspeed. Absolutely terrible tree.
It's eight tiles. lol.
Eight tiles while using dash, has travel time, gets exceptionally cucked by slows(im talking you will be in the animation for a solid 2 seconds), and is also extremely jank to even use at that range, plus just... doesn't damage at that point
it's eight tiles without a dash, what're you even saying..? A dash doesn't increase a moves range, it adds range onto it. Jab is three tiles motion and if you end within 5 tiles of the opponent you blink to them. It has virtually no cooldown, it doesn't deserve to do damage with the enablement this one move gives.
(11-19-2022, 12:35 PM)ACuriousGrey Wrote:(11-19-2022, 12:12 PM)Cotillion Wrote:(11-19-2022, 09:08 AM)Simonh2000 Wrote:(11-18-2022, 10:09 PM)Lung Wrote: A way to feint jab, like toggle or something, a way let player jab tp when he wants, will help a lot against people who learned jab timing.
-Like you disable jab tp, use and he just does the 2 tiles move.
Isn't that the least of jab's worries? It's like 4 tiles. The one thing holding unarmed together and it has less than half the range of post-nerf lightspeed. Absolutely terrible tree.
It's eight tiles. lol.
Eight tiles while using dash, has travel time, gets exceptionally cucked by slows(im talking you will be in the animation for a solid 2 seconds), and is also extremely jank to even use at that range, plus just... doesn't damage at that point
it's eight tiles without a dash, what're you even saying..? A dash doesn't increase a moves range, it adds range onto it. Jab is three tiles motion and if you end within 5 tiles of the opponent you blink to them. It has virtually no cooldown, it doesn't deserve to do damage with the enablement this one move gives.
-Jab teleports between 4-8 tiles range from enemy.
-With dash you can safely extend to 12 tiles, 13 with bigs chances of fail.
-Slows do raise the cast, and it needs move to to teleport, meaning snares are a problem but a person stunned still teleport..
-His cd just turn virtually good at 30 % cdr, where you can do a combo and his cd is back for another in the same sequence.
*The problem
-People learn timing, and even dash closer you to not end in a tp to stun you,if they have a suitable spell they will counter you, if not? they just dodge at perfect timing, Sting player was probaly the person i seen always dash right a jab to avoid any combo.
-Sometimes you do a jab where you think wont go, and it goes.
-Make oponent force spells based in a predict bait can add more macro to the tree.
![[Image: fTQyjl7.png]](https://i.imgur.com/fTQyjl7.png)