So tired of it. Just an absolutely trash defensive.
.8s later. I get it. Travel time. bla bla bla. It’s bad enough I have to burn trinket to turtle and I still just flop almost a second later. Turtle should absolutely stop all incoming damage the second it gets used. The ONLY thing that should remain are dots. Turtle should also interrupt channeled abilities. Too many abilities completely negate it.
I am watching man. My issue is that every defensive ability still works after the cast goes off. If you cloak after the cast, it will still ignore the damage. Bubble, block, etc. They all stop the damage instantly. Spell reflect? It still reflects spells in the air.
Do you get that? A lot can happen in .8s. Before the cast even lands I can go from being okay to being in danger.
It’s a poorly designed ability. Even melee attacks can still hit you after you use turtle for .2-.3s after. These days that can be 20-30% of your health.
Not poking fun at all, are you new to hunter? Because poorly designed or not its worked like that for years even when it was deterrence. Spell goes off before you hit deterrence, it still counts like you said
The dispel itself is whatever, the lack of counter play to it is toxic. If an aff lock or spriest just pulled a giga brain play to get a rack of dots off through a hunter and his melee partner, it shouldn’t be a get out of jail free card with no backlash affect.
It has worked like that for years and the game has also changed a lot over the years. It’s been bad for ages. It’s why they gave hunters SotF.
Travel time and latency have always been broken. It’s why you can fake cast as a caster, the casts stops, and you still get kicked. The game isn’t perfect. In this case even, I thought I got turtle off prior to the cast finishing. Again, .8s is a pretty long amount of time these days.
I don’t see how it’s toxic these days. Affliction barely is affected and shadow can pretty much instantly get those dots back up. It’s a minor inconvenience at best.