The ability to hamerport away in PvP is still fully broken.
Goblin kills are just about swapping to Palladian and running away, with next to 0 risk of loosing.
I kited around 2 other players for close to ten min just to see if they could kill me off. They couldn’t.
PROBLEM:
A paladin, if attacked, places both players in combat. Paladin can at any time raise of hand for a short immortality, and toss hammer to instantly teleport out of combat range, easaly stay away from any other class that can hardly move being in combat, heal up, and return if wanted, or just run away.
The speed of a hammer tossing paladin in combat is faster then any other class mounted OUT of combat. It’s ability to jump obstacles makes it faster then using speed pots, and the instantaneous movement makes them really hard to hit.
Can we please PLEASE have this looked at?
I don’t want a change to Pve, but a PvP paladin HAS to get a proper movement restriction once in combat.
Change the max range or a hammer port to one max teleport jump distance, or make the distant jump require additional orbus. Just fix this already.
The bug has bin out for a year now, and it’s stupid.