Q:
Invul in Downed State?
A:
I hate this as well. Way too often I miss a stomp because my cloak and dagger fails because I didn’t wait long enough for this magical buff to disappear (leaving me without a stomp and no initiative).
It’s annoying and stupid.
I think the game “loads” you character into downed-state for a second.
As in it actually replaces your normal player model with a downed-one. I guess this invulnerability period is an unelegant solution to prevent any oddities during this brief transition.
Stuff like being hit by CC or other control effects probably caused weird issues so the invulnerability covers that.
I find it very annoying. For example if I play rifle engi I often want to launch them down from the point but it fails because I did it to early and hit the invulnerable interval.
I would like to see it removed tbh.
It has its merits. Ultimately I believe it’s to prevent skill combos from killing people instantly from up/fighting to dead and skipping the downed state. It also allows people to have a fighting chance to rally in such situations.
I’ve also been in a lot of PvE situations in which having multiple aggro/knockback etc. would force the character to ragdoll infinitely without such frames.
I wouldn’t also be surprised with Dee’s statement. Loading new skills and sending a message to the server may take a brief period of time, however I believe such frames exist for the purpose of utilizing the downed state feature to keep he battles a little more fair and making combinations take a little more skill and timing to execute.
While I can imagine it frustrating, and I personally have missed some pretty big downed-state hits in the past due to it, I don’t think it should be removed due to its oddly convenient bonuses which reward skilled play/combing in pvp situations and also preventing insta-deaths in some areas in PvE.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
It’s there to prevent extra damage taken beyond your standard health pool from bleeding into your downed state health pool. Otherwise you could potentially get bursted so fast that you’d just straight up die without getting downed at all.
It sucks, but it makes sense IMO, and in order to get rid of it we’d need another method of solving this problem.
we’d need another method of solving this problem.
Remove it from WvW. There, fixed it.
Legendary SoloQ
It’s a burst-deterrent and an opportunity for allies to at least start the reviving animation. Anyone in downed state = a sitting duck for massive burst, especially if they are on point and there is is ungodly amounts of AoE/cleave happening.
If there was no invuln delay then you would see a squishy class (e.g. Ele or Thief) basically go from 0 hp > downed > dead in the span of 2 seconds.
It’s intentional and balanced IMO.
(edited by Wintel.4873)
The burst happens anyway. This just makes it more frustrating and random in my experience (like some huge hits either hitting or being 0.02 seconds to early). It just feels incoherent.
Obviously it doesn’t matter in PvE and might have its benefits there but they could easy seperately remove it from PvP.
Deal with it. It is there to allow the transition between alive and downed. Otherwise people would be dead before the system even registers the initial health going to zero.
So you’ll just have to show some restraint and anticipate the transition instead of rolling your face on your keyboard or raging when your macro fails and wastes your precious initiative.
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