Past member of most teams NA. Retired proleague season 1+2.
http://www.twitch.tv/aeroxe
(edited by Aeroxe.8140)
So yes, if you use a movement skill and then steal, the steal will land. However, if you are above steal’s range and attempt to use a movement skill+infiltrator/shadowstep+steal, it will still bug out and steal will miss. This did not occur prior to the patch.
(edited by Aeroxe.8140)
I’m not entirely sure what you’re saying, but what I get is steal interrupting infiltrator’s strike so you don’t go anywhere and steal goes on a 4.5 second cool down.
I’m not entirely sure what you’re saying, but what I get is steal interrupting infiltrator’s strike so you don’t go anywhere and steal goes on a 4.5 second cool down.
yep
Never mind, I was slightly out of range, and it just doesn’t say "out of range" anymore. Moved a bit closer and it worked fine!
Edit: Nope... It went back to not working again even when I was closer still, but in a different position. It must be something to do with the terrain.
Edit 2: In the places it works, it seems you also have to be moving toward the target. Simply standing still then pressing infiltrator’s strike followed by steal doesn’t work.
(edited by Impact.2780)
Strike through doesn’t seem to want to work for this post so I’m just going to delete it and post my edit separately.
(edited by Impact.2780)
it’s still not working. The problem is that if you are outside 900 range and use a skill immediately before steal in order to get to the target, it sends you back. Although it doesn’t affect hotjoin/pve very much, it does have a noticeable effect on tpvp.
There is no bug anymore =P.
The way steal used to work was that it would shadow step you, and then "hit". You were also able to use it to shadow step while out of range when using it immediately after a skill that moves you closer to your target, but before it actually moved you. This was most likely due to the system updating the variable for your location on the map before the skill is validated and finishes casting. This created some problems like rubberbanding when the engine redraws your character given the new position, then validation code says "hang on, you can’t do that," resets the variable and redraws you again. It appears that they have fixed the issue by tweaking this, changing the order in which routines are executed when you attempt to execute a skill. This means steal now validates (checks you are in range) using your actual visible location on the map when you press it, rather than where you will end up after the skill you pressed immediately before it finishes executing.
It might seem that steal has a reduced range now, but it doesn’t. It seems like it to me (and likely any other S/D thief) because we are so used to using flanking strike and steal together, which would reach from 1000 range away (maybe a little more). You can still do this, but you have to use steal after flanking strike moves you within range.
So they have completely fixed the steal bug created by the feature patch, and possibly some rubberbanding issues! (Maybe it will have fixed the random obstructed/out of range steal bugs too). This is awesome. The fluidity of the skill->steal combinations will have to be accepted, and thieves will have to be more careful with their timing of such combinations.
(edited by Impact.2780)
Have you tried infiltrators signet or shadowstep? and with Larcenous or Heartseeker?
real men don’t need any of those moves :p
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