(edited by Ragion.2831)
We already know about this one and its very many issues that will probably take 6 months or more to fix. From initiative spent to steal going on partial CD. What i really want to point out is the ridiculousness of how it works.
I assume the intention for this was to avoid teleporting to people that arent in the line of sight, for instance behind a wall which is fair, but the funny thing is in “The battle of Khylo” you can still teleport from certain spots outside the clock tower right to the middle of it. Meanwhile often times ive tried to teleport to someone less than 300 units away on the ground and the most absurd message pops up, “Target too close”. If this is intentional ill be very entertained to read the story behind the reason.
The main thing i don’t understand about this “path” thing is how it is that a ranger is shooting from an elevated point such as one of the pillars in Spirit Watch or the rocks facing respawn but teleports do not work even if they are in range. Teleport is not a speed skill where you run on the ground like flash, it is a teleport you simply appear at a target location within your line of sight. This is pure logic and i will be quite happy to see logic implemented into the teleport system. If this is a technology issue, the game has already accomplished a lot compared to other MMOs so i will completely understand if it is a limitation
While im on the topic, the Necromancer’s wurm port needs to be addressed. Considering it is the only escape skill and im pretty sure the intention for the class is to make it as immobile as possible for reasons unknown to me, i think it is only fair that the wurm port range should be extended to 10,000 and should be an unobstructed port for 3 reasons:
1. It is the only teleport skill not requiring a target.
2. Mobility is hugely important for all classes in pvp. I am all for certain classes having more mobility than others depending on the class mechanics but an escape method is essential for every class in pvp.
3. The Wurm has to be set up. This is a really big problem because first of all if the port isnt used and you leave the area, you might end up needing it on a different spot on the map and when you try to port? guess what happens, “No Valid Path”. You break the stun, gain the life force but don’t move anywhere.
Secondly and equally frustrating, is when the wurm gets killed, this of course triggers the cooldown so you now have a skill gone that you havent used yet.
I honestly hope the teleport issues can be resolved.
(edited by Ragion.2831)
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