I like the concept of disabling your opponents and then getting out of their reach, but I think that the sloppy way disangage runes work makes them unappealing. You don’t have too much control over where you land, and something as simple as a pillar in the wrong place can screw your escape. For that reason, I think that there is no reason to pick disengage runes over teleport runes or even leap runes if you want a way to keep your distance from danger. I don’t want to act like a voicer of community so I’d like to know your opinion about disengage runes. Do you use them? Do you consider them easy to use? Do you think they are useful?
My suggestion is to remove the “inverse-target” casting (I don’t know the right term for this) and simply make the skill move you to the direction of your cursor while still leaving the debuffing effect at the starting point. In that way you’ll have a greater control of where you land. The skill would still keep its identity as a counterpart of the leap skill (disengage runes have their damage and debuff at the starting point and leap runes at the ending point).
I personally use Disengage runes more than any other rune. You can control where you land, its just opposite of where your cusor is, so it takes some practice to develop an eye and a feel for where your disengagement will take you- in many ways no different from developing an eye and a feel for what objects you can jump over, or teleport through.
Once you get used to it, they are actually the most useful of the runes in my opinion. Very very easy to manipulate enemy movement and basically control mobs. Also great for dodging, at the same time. The fact that it launches you in reverse to where your cursor is pointing actually makes this skill less clunky once youve got the feel for it. It would take more time to quickly drag the cursor behind you and hopefully click on a “legal” space to jump to, and honestly in the thick of it this would be much more difficult to do and less accurate overall in my opinion. As it stands now you just click and it throws you back out of harms way. Dont try to use it in the middle of clutter. Id argue many time, the forward jump skills have given me the same difficulties (IE; jumping to get away and barely moving an inch due to some random rubble thats 2 pixels in obstruction of my path).
I would simply suggest that rather than change how these skills function, should increase the height IE; make it so youre able to jump over more objects.
For me disengage could be a huge quality of life if the leap distance was just one to two characters spaces backwards. But mainly because I want to be able to have a skill that will allow me to kite occasionally “without” pointing away from the enemy.
Currently big heavy hitters rely on the player to click away then towards then away and towards again. If you have the DA and the lifesteal you don’t have to worry about this. But if your a caster without %weapon damage well um … you better learn to pilot.
I get why it is the way it is though. To me it’s more of a gimmick than a useful tool and if the escape distance was shortened to 1/4 of what it is now I envision many players would not like it.
Hmm, those seem like good points. I’m using disengage with my char to see if it grows on me.
By now, I agree with this. I think that the leap distance should be reduced by maybe 1/4. Most of the time you end too far away of the enemies and you have to awkwardly move closer.
I would say instead of reducing ALL disengage runes to 1/4 the distance, probably make certain disengage glyphs/runes only 1/4 distance. I much prefer the long jump when disengaging. Nice to have the breathing room.
What do you think about making the distance back reflect the distance forwards your mouse cursor is from your character?
It seems like changing the distance is never going to fully fit every situation, since too short and it’s bad at kiting, and too long and it forces recovery forwards.
Making it function identically to the teleport and jump runes but in reverse might work.
Disengage runes are not very compatible with most playstyles. Aggressive players don’t even consider them. Deep SR kiters need that precision. I have only seen a disengage rune successfully played on an anti-Callagadra ranged build where you need that cooldown and need to stay away at all times.
I’d say disengage runes don’t need much change in mechanics. I would maybe increase the move speed and decrease the delay after landing. What they need is simple: much better stats to make people choose them over blink.
Poor Sister Crimson, never truly disengage from harm.
Leap rune could leap over environmental hindrance but not Disengage ones.
I’d love to see Crate change them into powerful Full Back so they are able to flip over block.
Or a Frontfull over enemy toward a target destination. This would solve piloting difficulty.
Oh yeah, poor disengage runes
I really like the initial concept of this type of runes
I really dislike how they works (disengage in walls ,ets)
So please, Create, do ti smth with them