[Suggestion] Rolling backward mechanic
All that these evade backwards skills really require is for the player to be aware of surroundings and their positioning, which goes hand in hand with the action-based combat of this game. I’m not sure what having it as some sort of channeled skill would bring to it, except you wasting time deciding whether or not to use it, using it, and still it won’t make a difference if you need to evade but are in the wrong position. Either you’ll evade and still have trouble, or you won’t and you’ll not dodge the hit, so there’s no perceivable benefit.
All that these evade backwards skills really require is for the player to be aware of surroundings and their positioning, which goes hand in hand with the action-based combat of this game. I’m not sure what having it as some sort of channeled skill would bring to it, except you wasting time deciding whether or not to use it, using it, and still it won’t make a difference if you need to evade but are in the wrong position. Either you’ll evade and still have trouble, or you won’t and you’ll not dodge the hit, so there’s no perceivable benefit.
I’m not sure you understood what I meant. There is a type of skill, that makes you cast the skill, which is a skill that moves your character as long as you are holding the button down. So say a skill now evades backwards 900 units, under 1.5 seconds. If you pressed the skill once, it would only do 300 units in 0.5 second. If you pressed it for 1 second then it would do 600 units and if you pressed for the whole 1.5 seconds then it would do the 900 units. There is no need to hesitate about using, you just do it.
IIRC in the beta there were several skills which involved channeling e.i actively pressing a key would affect the duration. One of the issues with this is with the amount of skill lag currently in the game, particularly in WvW, by the the time the server registers you having depressed the key the full duration of the skill has elapsed anyway. Siege skills have fairly long channeling durations and AFAIK the only active (e.i not passive) channeling skills left in the game, so timing can be tricky even with predictable skill lag. Implementing this on combat skills that only last 1-2 seconds could be an issue.
Oh, I see what you mean, you want to grade the amount you evade backwards by according to how long you “charge” the skill. Yeah, that could work. I have often misjudged an evade and fallen over ledges etc because of it. But generally, I just count that my fault because I didn’t play the game well enough to take account of the surroundings and use the correct positioning. By the time I feel a dodge is necessary, I don’t really have time to be thinking how long I need to hold the button for – I just need a dodge, lol.
Why not? Yes, AN has mutch more things to fix & redo in their priority list, but I’m +1 at this one.
As a Ranger, I don’t know how exactly would I benefit of this tho.
- Lightning Reflexes? Best if it stays as long as possible, still not worth kitten against facesticking thieves.
- Swoop? I don’t see the point to swoop less in distance…
The only thing that would come good is our heal skills are very quick casted with lesser load & cd on a quick tap, and stay pushing activates it fully. Maybe even more powerful in a non-linear curve design. I mean;
- quicktap: 3k heal, 10s cd
- longtap: 3-15k heal, 10-kitten cd
What I do expect is more stylish animations for dodges/slides.
“A man chooses; a slave obeys.” | “Want HardMode? Play Ranger!”
I want see the rolling skills to roll in the direction what i want
Just the WvW
R3200+