#Flicker Out of Snares (I think that's what these are)

1 messages · Page 1 of 1 (latest)

quiet lance
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I've noticed a lot of people can flicker when they are trapped in water prison and earth prison, then they are free to run around. However, when I do the same thing, I am just moved closer to my opponent and still stuck in place like I'm begging for it.

Which one is intended? Flicker getting you out of the snare and being free, or flicker just moving you and keeping you standing still?

eager dock
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You should be able to move around

vast rover
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If you flicker to someone who is out of your flicker range, the snare doesn't break. Snare also doesn't break if you flicker to someone who's down.

It only works to end the snare if you end up flickering to someone within your flicker range.

eager dock
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ah

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Hmm

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I'll think about this

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If we change that it makes more sense by far

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But it also makes it less tactical

vast rover
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Yes, I was about to say, it adds a tactical dynamic after someone is snared. The offensive player has to be careful to remain out of flicker range to be able to do their combo, which some players do pull off and I would like to see it remain the same.

Even during big fights, the person who gets snared has to be careful before they use flicker lest they have the wrong target selected (who is out of range)

quiet lance
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idk man wp and ep can both hit when you are out of flicker range. so you have no counter play if they do that

vast rover
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There's multiple counter-play for it before you get caught though. If it became so you can flicker out of any snare (even outside flicker range), then the snare jutsus becomes less useful. WP and EP have bigger range than flicker, yes, but you won't always get caught more than 6 tiles away. You should get punished if you get caught AND the player is smart/quick enough to stay out of flicker range

quiet lance
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Isnt that how it used to be? I've never had this issue until recently