Net Shot bug
its not a bug. Yes, unless the target is crippled its nearly impossible to hit a moving target (especially with swiftness). which is not charging you. I think this applies to the net turret too. You can overcome this if you use your knockdown first or getting close enough.
The net should not require a knockdown first. For one thing they are on different timers, so it would make the net shot timer meaningless.
Call it a design flaw if you prefer, rather than bug, but I think it is pretty hard to argue that a directly applied single target immobilise is INTENDED to miss any target worth hitting.
Well, you can either give up [Edited by moderator]or you can work to overcome it. Your choice. Dont forget often your team can swarm any1 you successfully net. Other classes have even greater limitations when it comes to immobilizing. Besides people will bring condition removals anyways.
(edited by Moderator)
Net Shot has both the shortest cooldown and longest uptime percentage (25% with Hair Trigger) of any immobilize in the game. It is thus reasonable to expect that it has some disadvantage along with it.
However, the huge, slow projectile is actually a benefit in WvW circumstances, as it is glaringly obvious to your own team when someone is hit by it, which will invariably cause them to swarm the dude you hit with it.
I would happily trade a longer CD or lower uptime for more reliable hitting. It’s all very well being able to fire it frequently but it misses nearly all the time. That means on a frequent basis I am interrupting my flow of attack with a redundant/useless action. Its low CD just means a do a lot MORE of these redundant actions.
And “working to overcome it” doesn’t even warrant a reply. As it stands I am already doing everything I can to overcome it, which is basically to hardly ever use it. I use it after knockdowns and when my opponent is stationary/unmissable – which makes a complete mockery of its so frequently lauded low CD.
I can absolutely confirm this one… When the target is moving, it always says “objected” when I try to hit it with the net shot ability… So yeah, the skill may be one of the best immobilizers in the game, but it is absolutely screwed and therefore almost useless right now.
@anet pls look into this…bug report is already written two times!
@Woodchuck.
Ever heard of swiftness? It ALWAYS hits if you get close enough (unless your target dodges at the same time). And i think you mean “Obstructed”, which is totally your own fault for standing behind an object!
Right, so let’s consider this in the light of comments made.
Net Shot has (with trait):
8 Sec CD
1000 Range
Immobilise target
First off, I defy anyone to immobilise a moving target at 1000 range. It never lands at that range. It hardly lands at any range beyond melee.
Secondly it has an 8 sec CD. Overcharge shot has a 12 sec traited CD and a 450 range.
So are we saying it is right and proper that a skill nominally an 8 sec 1000 range immob is in fact a 12 sec, 450 range immob because you can only effectively use it after Overcharge Shot?
It doesn’t make sense. Either it has a range of 1000 or it doesn’t. And people harp on about its low CD so much that it’s kinda absurd that you can’t actually take advantage of that CD.
I like it like it is.
Ignore the person calling others whiners as the whole purpose of his argument is to boost self esteem.
Just to clarify, its doesn’t have to be melee range about, 300 should be fine even if your target has swiftness. The other options would be to either cripple your foes first or to work with allies. Anyway i’m trying to be helpful by just giving you suggestions on how to use it in its current state. If you insist on not using it until some change is made its up to you. This game just uses different projectile speeds (and certain attacks are not homing) and nets are set to be slower than a regular gun shot.
Fine, if you would rather we say 300, go for it. But that’s a long way off the stated 1000. So, what, are ability ranges just some irrelevant random number that we should ignore?
I can’t help thinking that the game design intended for the range to be 1000. Hence the fact it says 1000. Reasonable conclusion I think. So if they intended it to be 1000, as part of the whole class mix balance, the fact that it is effectively 300 is a problem.