Jump Shot... again and again and again. FIX IT
I like ruffles. They have ridges.
Also yes it’s dumb. Right now about all you can do is use a net shot. If they are noob enough to get hit by the net shot you can jump shot them.
I like bbq ruffles. But the op does have a point.
Yeah that little delay at the beginning and end is really lame. There have been many instances where I activated the power at point blank range, against enemies who were almost dead, and then died when they killed me during these pauses. There are plenty of high dmg closers in the game that fire off quickly. This should be one of them.
Yeah in PvP I usually use jump shot as more of an opener than a closer. Basically just to suprise someone when they are already engaged in a fight. If the just removed the stomp at the end I think it would work alot better.
The most use I have gotten from it though is getting through jumping puzzles!
Its definitely useful for jumping puzzles. I love the animation too. I wish they would increase the range though, as well as the speed it triggers. It was a total letdown that the engi preview video that ANet still has on the main site, is so much more… everything, than what they’ve given us. Spamseeker has the same range (almost), activates super quick, and does a lot of damage (and can be used repeatedly). I know it’s comparing apples to oranges, but… something seriously needs to be done.
Weird, that skill has never been of any use to me in a puzzle whatsoever. If I couldn’t run somewhere just as easily, it won’t go there.
re: pausing. Yeah they should probably get rid of that, or (if it is mostly for defensive use) at least make you invulnerable during it.
This skill needs some work, feels extremely clunky and unwieldy. Hard to point it out specifically, but everything in regards to this skill feels like its delayed or something.
I love the animation, I love it for jumping puzzles, but yes, it does need the whole gravity-defying hover at the end removed (or at least reduced a lot).
… I just hope if they do fix it we don’t lose our ‘jump across gaps’ skill :P
please arenanet fix this
Ok there is a delay at the end that if I player is aware they can dodge. How is that different that many skills in the other classes that have a delay before it unleashes. For example when I see a warrior kneel with a rifle I know what is coming.
I am not saying that ours does not need a fix what I am asking is whether or not this skill is in line with other skills that have a noticeable delay/windup in the other classes.
“Ok there is a delay at the end that if I player is aware they can dodge. How is that different that many skills in the other classes that have a delay before it unleashes. For example when I see a warrior kneel with a rifle I know what is coming.”
The Jump isnt exactly instant, that alone is your warning that he is comming for you. Then on top of this you hover above your target area for a bit before you actually stomp.
And unlike Killshot, Jumpshot doesnt one-shot people.
I wouldn’t care if jumpshot had a windup in the beginning, you could compensate for that. I believe the power as it stands has a windup in the beginning AND a windup at the end. So if I use it on someone, for example, that was engaging another player and didn’t see me—I travel over them to hit and then hang there for the duration of that pause. Basically it gives them a second chance to avoid it if they didn’t see me coming—or as is often the case they just keep moving while they fight and I essentially miss because of the pause throwing off my timing.
“as is often the case they just keep moving while they fight and I essentially miss because of the pause throwing off my timing.”
yup the second problem that its random pause. Sometimes its long, sometimes its short. Pretty offen i missed because of random time of that delay, i cant normally calculate that jump with delay.
The Jump isnt exactly instant, that alone is your warning that he is comming for you. Then on top of this you hover above your target area for a bit before you actually stomp.
And unlike Killshot, Jumpshot doesnt one-shot people.
This is the problem, its not the delay at the start, thats fine, most “big dmg” attacks have a windup, its the delay at the end especially as pointed out above it varies which is presumably a lag/positioning thing as I rarely get a delay when soloing jumping puzzles with it (yeah yeah, I cheatshot sometimes ;p) but nearly always in places like Orr or WvW.
I’d like to see the delay removed as well, it would certainly make it more viablee for speeding travel that way too.
On the flipside, it’s still useful against enemies, just use charge shot on them then jumpshot to them. Unless they clear the stun from charge shot they’re stuck long enough to drop on them. Alternatively with melee, wait for them to close then use blunderbuss and jumpshot to open range up on them.
Also ruffles, lol.
I love that delay at the end. It makes me feel like the people in matrix or something
Proud member of Velocity [VcY]
The Jump Shot animation needs to be sped up as if it was always affected by quickness (double speed). It actually feels like it’s going at the right speed with that buff up.