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Apparently cripple functions the exact same as in the original GW, by which it doesn't affect the z-axis/jumping ability. I feel, with such heavy emphasis on movement, Anet would create a few ways to limit that especially without bodyblocking. A player's review after playing the demo mentioned, "Few conditionals, little movement control. Something else which worried me was seeing a Warrior jump while seemingly crippled, which seemed like an easy, always available counter. It did enforce the idea that jumping skills (like savage leap or hornet sting) are OP, with rapid positioning skills, bypassing movement control." You would think that if a leg is injured enough where it can't easily walk, then jumping would also be difficult. Ptarmigan 16:23, 24 August 2010 (UTC)

It is possible to jump with only one leg. This maneuver is often called "hopping." Nevertheless, it would be more acurate if there was a restriction on distance-jumped while crippled. Zolann The IrreverentUser Zolann The Irreverent Mysterious Summoning Stone.png 16:53, 24 August 2010 (UTC)


As per Talk:Immobilized, should this be "Cripple"? - Infinite - talk 21:52, 4 January 2011 (UTC)

Cripple is a noun referring to a person who is crippled, or a verb (as in crippling someone). Same for immobilized. Knock down is strictly speaking an action, not a state, and conditions are traditionally adjectives describing the state a creature is in while affected by it. -- Kyoshi User Kyoshi sig2.png 02:55, 5 January 2011 (UTC)
Ah, right. - Infinite - talk 14:57, 5 January 2011 (UTC)
EDIT: Poison works along those lines, too. You're not in a state of poison; you're poisoned. Equally so; you're bleeding. And to another extent; you are blinded (for 1 attack). It's really confusing to me. - Infinite - talk 15:03, 5 January 2011 (UTC)
IMO move (to Cripple) is the best option...infinite had some good arguments :P --User The Holy Dragons sig.pngThe Holy Dragons 15:09, 5 January 2011 (UTC)
Idk, the condition tenses are very inconsistent. It's more than just cripple and immobilize that should (or shouldn't be) changed. Personally, I'd favor descriptors, but that doesn't work so easily with some (namely, blackout). –~=Ϛρѧякγ AHHH! (τѧιк) ←♥– 15:13, 5 January 2011 (UTC)
They are inconsistent in GW1 as well, but I think the current GW1 condition names are agreed upon because that's how they appear in-game, such as "lengthens poison/crippled/bleeding duration by 33%" rather than "lengthens poisoned/crippling/bleed duration by 33%". It's too early to know what tense GW2 will use for each. Manifold User Manifold Neptune.jpg 15:55, 5 January 2011 (UTC)
Manifold makes a very sensible comment, I agree on waiting and/or finding sources where the in-game description can be read and go from there. - Infinite - talk 17:08, 5 January 2011 (UTC)


Is jump affected by cripple? -- Blue Phoenix User Blue Phoenix Phoenix inverted.jpg 00:08, 16 December 2011 (UTC)


This stacks in duration, correct? Not able to check vids atm, but I would strongly assume so. Khamul787 10:12, 2 March 2012 (UTC)


You know, it just occurred to me.... How exactly do you cripple a fish? Their fins are more for direction than motor ability. XD Kormon Balser User Kormon Balser Tango-dervish-icon-small.png 13:32, 2 April 2012 (UTC)

Now stacks in INTENSITY.[edit]

Not sure about duration if still or not. Just moused over Churning Earth and saw 4x cripple = 200% slower. Previously Unsigned 23:54, 10 August 2012 (UTC)

That's just a bug in the skill display, because anything greater than -100% movement speed doesn't make any sense. —Dr Ishmael User Dr ishmael Diablo the chicken.png 02:45, 11 August 2012 (UTC)
Oh. Well I thought of how it could make sense though. If 50% = move 50% of how far you would currently move, and 100% = twice as long to move, then anything over is just higher than 2x as long. Not ssaying it does, but it could be implemented that way if they wanted. 20:16, 11 August 2012 (UTC)

Cripple + Chill stack?[edit]

Never thought about this before, but cripple and chill both reduce movement speed. My character was so slow today -- never seen it so slow before -- that this thought came to mind. Also, "movement speed reduced by x%" (in both cases), refers to which "movement speed"? Surely not to in-combat running speed, but to walking speed. Which means it's a much bigger speed penalty than it appears to be. (Don't think I remember ever seeing a character running in slow motion in this game.) Either that, or I witnessed a bug. --Alad (talk) 05:51, 27 July 2013 (UTC)

Don't stop trait[edit]

Ok, so this trait is... funny. Don't Stop Don't Stop we have it listed as removing cripple, great; and had it as applying cripple but that got removed (incorrectly?). It applies cripple to self... do we consider that applying, or do we make it it's own little subgroup? Or do we just not care that much since it's main cripple related effect is already in the list as reducing cripple effect? -Darqam (talk) 14:11, 15 March 2016 (UTC)

update: an effective full revert was done by Gimmethegepgun, which seems to not anger anyone, so I assume how it was is how it should be, case closed :D -Darqam (talk) 15:14, 15 March 2016 (UTC)

Feedback 2017/09/18[edit]

mistakenly omitted from the list of traits which apply cripple, ranger marksman: page

Added, thanks! —Ventriloquist 10:56, 18 September 2017 (UTC)