04-26-2023, 01:34 AM
(04-26-2023, 01:28 AM)Autumn Wrote:Sure but it just spaces and makes it so that the enemy can't feasibly retaliate in that time. It just means they wait out the cooldown for flipshot by continuing to make space or even getting to the point where they can 1 + attack. All it does is inflate turn count feasibly speaking.(04-26-2023, 01:16 AM)caliaca Wrote: I don't think you can really touch flip shot without changing something else about ranger if I'm completely honest. I have a much longer proposal built up about this, but if you 2 turn flip shot and nerf it's range you effectively kill the class.
Also yes, retreat flight sucks.
Also, to be frank, if flip shot gets nerfed you'll just see ghost rangers do 2x hauntings in a turn. It won't actually fix the issue you're wanting it to. It'll just punish the already bad combinations of X-Ranger where X is not Hexer or Ghost.
2x hauntings a turn doesn't attack you at the same time is the difference here.
I can show this in duels if you want. I have given it a try with flip shot being on a 2turn CD or 2 less range. The duel played out the same way just with 4 or 5 more turns added. The enemy could do even less when I played this way as well, since 1 shot + haunting + walk actually gives more range than going for attacks. It's also a lot more frustrating to deal with.
I'd also really like to point out this kills any archetype that isn't Hexer/Ranger or Ghost/Ranger. Ranger needs more pervasive changes than just nerfing flip shot.