Move/Evade lag
it sounds like Lag on your end…. I am not on that great of a connection when others are using it I get 5 to 15 second lag spikes and delays. With that said when I am the only one on it the evades work just fine
On my screen, I perform a dodge and the timing seems right — I’m somersaulting in the air while the opponent lands his big attack. The server, however, seems to disagree. I take the damage anyway and waste one of my charges. I find that in most cases, successful evasion requires a bit of prediction and not just reflex, but predicting incorrectly wastes a charge as well.
Similarly, enemy starts casting an AoE and the bounding lines show up. I step clearly outside the line before the attack hits, but I take damage anyway. Seems like to actually avoid the attack, I have to use one of my evade charges, when I shouldn’t have to, just to move quicker so that the server is happy.
This seems to be an unintended consequence of the way the combat system is designed and the lag inherent in a client-server system. If the attack animation is slow enough there’s leeway to get through the lag, but for attacks that require a fast response (champion attacks doing 25-50% of my HP per hit) it unbalances the way combat is supposed to work. Since some amount of lag is unavoidable in most parts of the world, I feel that there needs to be some mitigation factor built into the game to ensure that dodging works the way it should. Either loosen the timing slightly on fast attacks to account for lag, or make it so that an evade charge is only expended if damage is avoided by it. (Use some other mechanism to prevent evade-spamming.)
it sounds like Lag on your end…. I am not on that great of a connection when others are using it I get 5 to 15 second lag spikes and delays. With that said when I am the only one on it the evades work just fine
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