04-27-2019, 04:46 PM
On my crutches
In comparison to literally every other form of low momentum movement in the game, I think Winged Serpent takes the cake on how egregiously overtuned it is and how much it contributes to the current kiting meta, when people often complain about kiting builds they're going to be talking about Cobra Stance's effectiveness, and winged serpent definitely contributes about 75% of that.
In its current state, a cobra user will use this every single turn by using any form of gaining airborne, whether it is Gain Air from Corbie or Winged Spear, Burn up, Dragon Hover, anything really that pops you airborne, this will give you a very solid approach for a measely 1m cost, to which you can combo into any two strings of moves, the most common of which are knockdowns which set your opponent at a massive momentum deficit.
Flipside even if these skills that pop you airborne were nerfed (which would nerf other interactions with them which are perfectly healthy.), I'm afraid that wouldn't much solve the issue with Winged Serpent itself either, as with Jump cancel you can pop yourself airborne for 0m by being next to an enemy, the strategy afterwards would be to walk up to an opponent unload an ability into them which deals good damage, then fly off out of anyone else's general movement distance in another direction, then turn around using a 1m skill and be able to dodge incoming ranged attacks with snake dancer provided you have good enough dodge to do so.
Winged Serpent kiting is among the most annoying strategies to ever face, if you're a mage you stand no contest, you're always at a momentum deficit, especially if that person you're facing has knockdowns, there's no feasible way to play against them given that winged serpent will always carry you just out of a mage's blink range, it forces you to close the gap for way more momentum than they spent just damaging you normally.
In short, the range of Winged Serpent being severely cut is a very good way to tackle this, and giving it a cooldown so that its not constant every single turn. Other 1 momentum movement have short range or conditions or even long cooldowns (or both). Winged Serpent has none of these except gain airborne which is outrageously easy and cost effective.
In comparison to literally every other form of low momentum movement in the game, I think Winged Serpent takes the cake on how egregiously overtuned it is and how much it contributes to the current kiting meta, when people often complain about kiting builds they're going to be talking about Cobra Stance's effectiveness, and winged serpent definitely contributes about 75% of that.
In its current state, a cobra user will use this every single turn by using any form of gaining airborne, whether it is Gain Air from Corbie or Winged Spear, Burn up, Dragon Hover, anything really that pops you airborne, this will give you a very solid approach for a measely 1m cost, to which you can combo into any two strings of moves, the most common of which are knockdowns which set your opponent at a massive momentum deficit.
Flipside even if these skills that pop you airborne were nerfed (which would nerf other interactions with them which are perfectly healthy.), I'm afraid that wouldn't much solve the issue with Winged Serpent itself either, as with Jump cancel you can pop yourself airborne for 0m by being next to an enemy, the strategy afterwards would be to walk up to an opponent unload an ability into them which deals good damage, then fly off out of anyone else's general movement distance in another direction, then turn around using a 1m skill and be able to dodge incoming ranged attacks with snake dancer provided you have good enough dodge to do so.
Winged Serpent kiting is among the most annoying strategies to ever face, if you're a mage you stand no contest, you're always at a momentum deficit, especially if that person you're facing has knockdowns, there's no feasible way to play against them given that winged serpent will always carry you just out of a mage's blink range, it forces you to close the gap for way more momentum than they spent just damaging you normally.
In short, the range of Winged Serpent being severely cut is a very good way to tackle this, and giving it a cooldown so that its not constant every single turn. Other 1 momentum movement have short range or conditions or even long cooldowns (or both). Winged Serpent has none of these except gain airborne which is outrageously easy and cost effective.