Elementalist skill response is very SLOW
I am a little confused.
Do you mean that the skills are actually unresponsive or that they are simply slow (in casting time, aftercast, profectile speed etc.)?
I am a little confused.
Do you mean that the skills are actually unresponsive or that they are simply slow (in casting time, aftercast, profectile speed etc.)?
All of it with staff mostly:
Casting times are too long
Speed of projectiles is too slow
And everything feels unresponsive when you try to chain them up really fast:
For example: often I will cast Air 3 (gust) – 5 (static field) then attune to water to cast a water field
Even through I pressed F3 (air) – 3 – 5 (static field) – F2 – 5 (healing rain) the static field will fail to register , it will not cast if I go too quickly (it will be interrupted).
It also happens with different combo. It may be a lag issue in WvW, but still, other classes I play do not have this problem because their skills are much more responsive.
This also happens on eng. I’ve just learned to work around it and time my skills to it. It’s not ghosting for me or anything (mechanical keyboard), but if you learn to time your skills so they go off and are still having this problem it might be that.
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And everything feels unresponsive when you try to chain them up really fast:
For example: often I will cast Air 3 (gust) – 5 (static field) then attune to water to cast a water field
Even through I pressed F3 (air) – 3 – 5 (static field) – F2 – 5 (healing rain) the static field will fail to register , it will not cast if I go too quickly (it will be interrupted).
That’s because like that really big MMO no one wants to talk about, GW2 only queues a single ability. So if you have one casting, one queued and you press another, you actually swap the queued skill.
staff skills are slow and not very responsive, yes.
another thing i’ve noticed playing from australia the game isn’t very well-tuned for higher latency connections compared to other games.
i’m well-used to the game’s sluggish controls by now but it’s a major turnoff/disadvantage for any kind of competitive play.
staff skills are slow and not very responsive, yes.
another thing i’ve noticed playing from australia the game isn’t very well-tuned for higher latency connections compared to other games.
i’m well-used to the game’s sluggish controls by now but it’s a major turnoff/disadvantage for any kind of competitive play.
I don’t seem to have a problem with latency. I must be one of those rare aussies that doesn’t have lag issues.
Think it happens on every class, although can see why with ele or engi it would be more noticeable – I’ve had some horrible skill delay on mesmer which neuters any sort of decent play.
Eh, that would be a little OP to speed up cast times on staff, honestly. Most skills are quick enough as it is that the cast time is negligible. Projectiles can be dodged or sidestepped, yes, but that’s true for any class with slow projectiles. Casted skills can be used while moving, other than Meteor Shower, which is strong enough that it really doesn’t need to be casted faster.
A lot of what you’re describing sounds more like latency lag, in which case it’s not a fault of the game or class design, except for the occasional EBG lag when too many zergs are in one place – which is a fault of the game.
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staff skills are slow and not very responsive, yes.
another thing i’ve noticed playing from australia the game isn’t very well-tuned for higher latency connections compared to other games.
i’m well-used to the game’s sluggish controls by now but it’s a major turnoff/disadvantage for any kind of competitive play.
I don’t seem to have a problem with latency. I must be one of those rare aussies that doesn’t have lag issues.
the worst offender is Ride The Lightning — this skills actually hits its target less than 1 in ten times, with most uses drastically overshooting the target to the point that an immediate Updraft will almost always miss. It’s so bad I stopped playing D/D because of it (that is, it uses to work perfectly at release, then they patched it and the post-patch version almost always misses).
I submitted a bug for RtL, and others have even posted videos showing the overshoot, but of course, a year later now and nothing has been done about it.