(edited by Moderator)
Out of Range / Why?
It promotes skillful game play,u are already range,an advantage over melee,and there is dodge that evades everything,everything kinda balance out in the end,if the cooldown works the way u want,melee will be severely underpowered as they miss their attacks frequently trying to swing their way in,while your cooldown is perfected by mechanics,which is dumbed down,study ur character,800 range…900 range….1200 range….it all matters,dodging and hiding a laser beam behind a wall,making the boss’s range attack get obstructed is fun and clever
Crystal Desert
I like it. If you’re not within range and waste your skill, you WASTE your skill.
Wow! At least someone else who feels the same way and isn’t afraid of the obviously predictable, “Lol learn to know your max range noob” posts. I agree, abilities should be locked so as to not waste initiative/needlessly blow a CD.
With most professions your 1 skill is spammable so you don’t waste anything by using it as a range tester. The only time I’ve had a bit of difficulty with range judgment is with the mesmer sword closing skill (3), which has a range of 600, since the other skills are melee range.
i half agree,
using the 1 attack as a rangefinder is the best workaround.
i have more issues with elementalists being attuned to lightning not being able to target a catapult (or similar breakable object)
but switching to fire attunement without moving works.
Or you know, you could look at your skill icons and wait for the red marker to disappear before pressing the button
Or you know, you could look at your skill icons and wait for the red marker to disappear before pressing the button
Yeah just to clarify in case people don’t know:
Your skills have a red bar under them when you are out of range to use them.
Also you can fire something like an Arrow while out of range so that a target running toward you runs straight within range and into the arrow.
Many MMOs don’t have “real” projectiles, they have super fast “homing missiles” with a very strict range restriction before you can fire them.
That’s why they just prevent you from using anything out of range.
In many of them you’d likely have an infinite range because the projectiles home into targets and in many cases don’t disappear in a very long time.
(edited by LastDay.3524)
It would definitely be easier if my warrior leap skill didn’t fire off if I was not in range of my target. I would also like the game a little bit less – easier isn’t always better.
Or you know, you could look at your skill icons and wait for the red marker to disappear before pressing the button
that would be terrific, if, you know, the red marker was accurate. If you have range extenders from traits, you have to guess whether or not the red marker is right. So no, that’s not the answer.
As a partial action game, this is just another skill check, albiet a small one. Also, just because your target is out of range doesn’t mean you’re going to miss. Shooting downhill gives you extended range for example and something could always walk into your path and get hit.
Meh, I like it the way it is. It’s easy to just look at the red bar below the skill.
Okay – if you hate the game, leave. Most of us don’t even considered this particular issue…an issue.
The C/D of the my Ranger and Ele’s are not so long that it hurts my gameplay – even while in Dungeons or large scale DE Boss fights. This is the same arguement back in GW1 when everyone wanted to have 2000+ energy to cast spells and 1 second c/d and .01 second for cast time for all skills.
What you, and all other noobs that just suck at range attacks, need to learn is some skill management. A missed target is still a missed target – and a used skill is still a used skill.
Wow! At least someone else who feels the same way and isn’t afraid of the obviously predictable, “Lol learn to know your max range noob” posts. I agree, abilities should be locked so as to not waste initiative/needlessly blow a CD.
There is a indicator for each skill on your skill bar that tells you if you are in range for that skill or not. Wanting the game to hold your hand like you are asking for is just noobish. It is especially worrying considering that you play a thief, the class that already requires the least skill to perform well.
It is simple , YOU are responsible for using your skills within their range , not the game. It is considered skillfull and mindfull play if you do so. Only a nab noob needs the game preventing them from using their skills wrong.
If its out of range it shouldnt fire. The entire skill should be red also, instead of a thin line. Due to lousy tab targeting system…YES even pick closest enemy does NOT choose the correct one. It will target enemies completely out of your FOV which is messed up. I’ll fire off a skill assuming the game will target properly and sometimes it doesnt. No its not me…I’ve played other MMOs where I NEVER had this issue. In those if you target is out of range you don’t waste it due to bad coding.
If its out of range it shouldnt fire. The entire skill should be red also, instead of a thin line. Due to lousy tab targeting system…YES even pick closest enemy does NOT choose the correct one. It will target enemies completely out of your FOV which is messed up. I’ll fire off a skill assuming the game will target properly and sometimes it doesnt. No its not me…I’ve played other MMOs where I NEVER had this issue. In those if you target is out of range you don’t waste it due to bad coding.
(i never had the targeting issues that you claim to have)
You think they forgot or did not have the technical ability to prevent a skill from firing if your target is out of range?
Think again. Allow me to let you in on a little secret………It is on purpose.
If you cannot play the game while dealing with your skills ranges then it simply comes down to 1 thing, a bad lazy player.
@smackjack
Oh how surprising a learn how to play comment…coming from Certain other MMos the targeting system is wonky here. Sorry. It should target closest ONLY in your FOV. BAD code kiddo. If that’s by design, then ANET should play its competitors MMOs and learn what’s intuitive.
I can play just fine, but if tab doesn’t target the closest enemy EVERY time, it’s not good. Its about consistency.
In a game where you can attack whilst moving it doesn’t make sense to restrict targeting to some absolute range, since the target might move into range during your attack’s travel time.
Target closest enemy should do exactly that – you can’t expect the game to check your graphics setup every time you target an enemy, that’s clearly ridiculous and would be thoroughly confusing anyway.
anoying thing on a class like elementalist, is that, atleast the staff, ST skills are traveling in air so slow that many times enemies are in range when you cast it, but out of range when the spell lands. so you have to stand extremly close all the time to not get out of range message.
@selo – that’s a good consequence of a system with movement, since you can do the same as a player and it adds to the strategy needed in combat. Modern games are trying to move away from static, always hit skill spamming. It also allows for skills that are more powerful when they do connect, which increases the necessity to dodge etc..
@smackjack
Oh how surprising a learn how to play comment…coming from Certain other MMos the targeting system is wonky here. Sorry. It should target closest ONLY in your FOV. BAD code kiddo. If that’s by design, then ANET should play its competitors MMOs and learn what’s intuitive.
I can play just fine, but if tab doesn’t target the closest enemy EVERY time, it’s not good. Its about consistency.
Owh how surprising a “Kiddo” comment.
Look grandpa , You may be stuck in the MMO mindset from before steam powered trains but “closest target” means the target closest to you and it does not mean the closest target that happens to be in the direction you happen to look at, a very simple concept.
Do you even know what the word “consistency” means? If i hit closest target it targets the closest target each and every time, not sure what the issue is with that. If it targets a enemy that is not closest to you but the closest in the direction you are looking at then it is not….targeting the enemy closest to you ….. get it now?
You started to play a different game , the game does thing differently. It is not the games fault that you need hand holding and prevent you from using skills outside of your range while you are hammering the skill mindlessly while waiting for the game to fire it off for you.
Seriously , Learn….to …..play
Or don’t and just give up.
Don’t expect the game to automate itself for you.
Sincerely yours ,
Kiddo
(edited by Smackjack.5071)
What one sees as a flaw, another sees as a positive feature.
Just to let you know, that red marker doesn’t always work accordingly.
Tested it with a few skills.
Just to let you know, that red marker doesn’t always work accordingly.
Tested it with a few skills.
Yeah but that is not truely relavent to the topic, because if this is a case it is an issue for bug discussion.
Otherwise, I agree with previous posters in that it promoted skilled game play. I truly hope they never change it, just because a few folks complain on the forums because they lack the skill to management, or feel it too lazy to want to, does not mean they should change it.
(edited by coglin.1496)
Yea…I don’t want it to change. It is “frustrating” when I miss a skill because I was out of range, but that’s MY fault, not the game’s fault.
I have to learn the game. The game doesn’t learn me.
And, as was previously stated, there are ways to check your range (your #1), observe if a skill is in range (red bar), and guesstimate the terrain (shoot downhill = extended range, if they run towards you, they can still hit your arrow – even if you fired it while “out of range”).
All of these things combined give you the tools you need to overcome your addiction to skill-lock. Now that the crutch has been kicked out from under you, learn to walk, instead of begging for another crutch.
-PM
I tend to use skill 1 if I am not sure of my range. The auto-attack engages and as soon as I have an auto fire occur then I can follow up with my other skill of choice. Blowing a skill under that circumstance is on me not the game. When they are in range and suddenly go INVULNERABLE … then im frustrated.
On my engineer my rifle shots pierce anything that runs in front of me, even if I don’t have them targeted, and because they pierce hit multiple people sometimes in a line. I think most abilities work that way that anything in the line of fire gets hit if it is between you and the target.
Since my shots still fire when out of range of my target, in WvW I find this to be beneficial to me and my team, as I can still be effective even if my target runs out of range in the chaos. I can also just start shooting without a target and it will just hit whoever is right in front of me.
Just personal preference though I guess.
The obstructed BS is something that may or may not ever get fixed.
As far as not being in range and blowing a skill, as others said, use your 1 as a range finder. Honestly, the only time I can see this being a real issue is if there were a bar that had ranges skills with ranges that were all over the place, one 1200, 300, 500 ect.
no.
i like how it is.
if i miss, i miss.
however, there are instances when this is good. i’ve been on my elementalist and started casting a spell. by the time the cast finished, i was in-range and it landed. that’s good game-play. i like that. if i screw up? i screw up.
double-post, but:
look at it this way. for as much as its frustrating (for you), it also improves the game just as much. if we were restricted to being in-range, then, we couldn’t use abilities like “ride the lightning” without having a target. that restricts the elementalist class. imagine if you couldn’t use your charge/hop/dash without a target. that would suck.