Awesome Jump-dodge!
I like it too
Keep in mind that binding it to a single button is a violation of the rules though. You have to keep in on two buttons.
I’ll have to try it and see if it’s worth it (be it only for the purpose of being awesome). For the moment, there is no way I could do this as dodging and jumping are both binded to the space bar, with and without shift.
staple skill for jump puzzle players…
80 warr [Blaze Steelsoul], 80 ele [Blaze Nightstrike], 80 mesmer [Grim Shatterwhirl]
80 guard [Dusk Grimlight], 80 engi [Flintgear]
I use it often for JPs. Note that it is automatically the longest jump distance. It allows you to breach long gaps more easily. Drawbacks: you can’t steer while midair, you might overshoot and if you don’t pull it off, down you go XD
I use it often for JPs. Note that it is automatically the longest jump distance. It allows you to breach long gaps more easily. Drawbacks: you can’t steer while midair, you might overshoot and if you don’t pull it off, down you go XD
the other advantage being that it negates the combat speed drop; very useful for wvw or JPs with lots of hostile mobs
80 warr [Blaze Steelsoul], 80 ele [Blaze Nightstrike], 80 mesmer [Grim Shatterwhirl]
80 guard [Dusk Grimlight], 80 engi [Flintgear]
How do you make it dodge you forward if you’re not already in motion? Can you?
I generally pressed both V and space at the same time with my thumb
How do you make it dodge you forward if you’re not already in motion? Can you?
You can jump-dodge in any direction. Just push in the direction, then press dodge and jump.
LOL Funny I discoved this last night when my fingernail hit “V” at the same time as i jumped…. I was doing amazing acrobatics all night after that
staple skill for jump puzzle players…
Jumping puzzles do not require dodge jump, although the jump does give you that “feeling good” thing, because it’s something that assures you more.
This would be fun. All that would be needed is a sequence branch on the first 5 frames of the dodge rolls that recognize if the jump button was pressed and viola, you now have player friendly controls. Basically it makes the timing not as critical. So the first couple of frames of the dodgeroll could start and if a jump was detected it would tween to the dodge jump animation.
All that’s needed then is animations and time to test it to see if it breaks anything. If they wanted it to be useful, perhaps make it so traps aren’t activated if you go through it with a dodge jump.
I do this all the time, I like to roll over certain things like hay bales, benches and tables, things like that or make really huge jumps and do a flip in the air
Gives you that parkour-like feeling.
I do this all the time, I like to roll over certain things like hay bales, benches and tables, things like that or make really huge jumps and do a flip in the air
Gives you that parkour-like feeling.
This!
staple skill for jump puzzle players…
Jumping puzzles do not require dodge jump, although the jump does give you that “feeling good” thing, because it’s something that assures you more.
you are incorrect; as already mentioned wvw JPs (ive often utilised a dodge jump or two to get to some camping players and beat them up) as well as getting normal jump distance whilst in combat (for example; the griffon bomb puzzle; which often puts you in combat from fall damage…. but you cant stay and wait it out because a griffon will try attacking you and then your bomb will go kaboom)
80 warr [Blaze Steelsoul], 80 ele [Blaze Nightstrike], 80 mesmer [Grim Shatterwhirl]
80 guard [Dusk Grimlight], 80 engi [Flintgear]