Technical Strength – Engineer
Dungeon Master – FotM 46
(edited by George Steel.1804)
Just in case any dev decides to peruse our forum, I figured I’d go ahead and post this video for good measure.
Edit: Here is the video displaying the terribly slow projectile speed of the scepter autoattack – http://www.twitch.tv/georgesteel/b/389646266
Edit2: It seems my video of scepter’s slow orb nearly being outrun by swiftness has been taken down from twitch (conspiracy?).. I will be re-posting another video to demonstrate tomorrow
(edited by George Steel.1804)
thats not even funny anymore :/
still not fixed yet?
It’s a feature! Look how that Asura is using movement to dodge those orbs. Clearly this is counterplay in action.
They should make the orbs deal 2-3x the damage of regular autoattack but still retain its slowness!
Lol, dont worry, its our viable ranged option
Hahahajaha
dont expect it to get fixed anytime soon…. or ever.
The patching for this game is pretty terrible
Yeah, but in its defense, I probably still wouldn’t use it eve if they changed the blobs to home in on the target.
I stand by, switch the attack for wrath (downed state skill) with scepter 1.
Streaming, or herding, is the basic principle of controlling bullets in danmaku shooters. The majority of the enemy shots are aimed directly at you, so by standing still, you’re effectively luring the enemies to shoot at the spot you’re in. To take advantage of this, move as little as possible so that you can gather all aimed bullets in one tight stream slowly following you from one side. This way, you can dodge most of the incoming bullet bursts with just a small tap away from the stream, giving yourself more freedom to move in case of emergency.
Yep, and this is why I never use the scepter in PvP. I’m not even sure if this is actually intended tbh cause it seems so obvious yet nothing has been done.
The game uses predictive aiming for ranged attacks. This is obviously an act of exploiting the mechanic and it used to happen to Rangers until ANet increased their firing speed (which obviously isn’t going to happen to an attack described as "slow). If it was intended, it’s incredibly sloppy design.
try make another vid where you chase enemy using scepter.
Just in case any dev decides to peruse our forum, I figured I’d go ahead and post this video for good measure.
it’s like that for 90% projectile based atacks. I’ve been using this strafe method since beta to fool projectiles and make them go to the sides instead of hitting me. That is problem with the system that makes attack suspect where the enemy will move and tries to intercept him which is ultimately flawed by strafing to sides in an irregular pattern.
Its truly mindboggling it hasnt been fixed yet.
Anet must be completely unable to fix this lol, Priceless.
The ranged atks should follow the target instead. (even if don’t feel natural)
Strange, my ele doesn’t get this problem. Most likely because he isn’t using a weapon that is so grossly underpowered for his class.
Guardian sceptre needs a lot more than an auto-target fix.
Would be nice for the anet guardian dev (lol!) to let us know if this is intended or if they will be looking at a solution.
Not asking what that may be, or for them to commit to anything, just a quick ‘working as intended’ or ‘its an issue we hope to get round to’
…..
Strange, my ele doesn’t get this problem. Most likely because he isn’t using a weapon that is so grossly underpowered for his class.
Guardian sceptre needs a lot more than an auto-target fix.
Im not entirely sure about that, if scepter would only actually hit its target with #1, its damage is still decent. They said before they dont want guardians to excel at ranged combat. That said more buffs are always welcome tough. A short wishlist:
- Scepter #1, homing + 20% dmg increased.
- Scepter #2, smite changed into symbol.
- Focus #4, (not sure bout range, if 900 > 1200) + damage increased doubled.
- Shield #4 range extended to 1200 yards. (optionally single target, damage increased doubled)
- Shield #5 Duration of cone increased by 2 seconds, detonate no longer makes bubble disappear.
This alone could make guardians balanced in ranged combat without making them overpowered in any way.
However at the VERY VERY least, make scepter #1 at least hit moving targets lol… just made my meteorlogicus and while its shiny i feel ineffective in wvw. Nerf something in melee in turn if desperately needed :P
While the video I posted does address the TERRIBLE homing properties of the Scepter’s autoattack, it fails to also show the terrible speed in real-time combat. I’m going to put together a short video in the near future showing how an enemy with swiftness running in a straight line won’t get hit by the autoattack, even while only about 300 range ahead of the Guardian.
ANET SRSLY?
While the video I posted does address the TERRIBLE homing properties of the Scepter’s autoattack, it fails to also show the terrible speed in real-time combat. I’m going to put together a short video in the near future showing how an enemy with swiftness running in a straight line won’t get hit by the autoattack, even while only about 300 range ahead of the Guardian.
ANET SRSLY?
Never noticed that but while thinking about it… its probably true as the blue tennisballs do move slow as kitten.
We need a dev commenting on this. Unlike almost everything else posted in this forum, this matter is actually important.
We need a dev commenting on this. Unlike almost everything else posted in this forum, this matter is actually important.
Good luck with that. I think I’ve seen Anet post on the Guardian forums once or twice since launch.
We need a dev commenting on this. Unlike almost everything else posted in this forum, this matter is actually important.
Good luck with that. I think I’ve seen Anet post on the Guardian forums once or twice since launch.
Last dev post was 3months ago, and that was to lock a thread….
I actually went and checked, its about page 35 if you are interested…
I just avoid scepter — staff is much better imho. Yeah you can’t hit stuff at 1200m (but the scepter really doesn’t either).
I love the -20% c/d on all 2H weapon trait. I don’t think any other profession has that. It makes my hammer/staff/GS that much more awesome. Until the 1H weps can compete, there’s no reason for me to use them.
There are actually people that will try to tell you that its perfectly fine for scepter auto-attack to work like this because its actually meant to be used for short distances like 600 and guardians don’t need/deserve any kind of semi-viable longer ranged attack. Now these are usually haters but you should see some of the nonsense posted in the past when people have brought this subject up.
Even if they made the auto attack hit reliably (say a beam or speed up the projectile) the guardian would still be bad at range compared to every other class, but the people who play it would be a lot happier.
So you still hold true to the design of us being bad at range but make it a lot more tolerable when we need said range.
Honestly I would love to see it as a 1200m white beam attack (similar to mesmer GS auto). Insta-hit like a laser, maybe a few ticks of damage over time as well. Would be cool in addition to fixing the useless projectiles.
Lets face it, anet dont give a kitten.
It was a major issue right from bwe1, and the only thing they did was a range increase, which actually made the scepter missing issue worse.
Even if they made the auto attack hit reliably (say a beam or speed up the projectile) the guardian would still be bad at range compared to every other class, but the people who play it would be a lot happier.
So you still hold true to the design of us being bad at range but make it a lot more tolerable when we need said range.
This would make my day and cost a random dev 30 minuts of their time. Maybe another 30 minuts counting testing cycles + paper work.
This needs to be addressed. Badly!
From what i can see, the immobilize on the 3 skill is made so that it is easier to get damage off with the scepter; both the 1 skill and 2 skill.
From what i can see, the immobilize on the 3 skill is made so that it is easier to get damage off with the scepter; both the 1 skill and 2 skill.
So, every 20 seconds we are able to hit someone with the auto attack and symbol of smite? Sounds wonderfully, balanced.
Often times, symbol of smite barely hits. If the target moves slightly. Even better is it requires 15 hits to do full damage. In most cases one is lucky to get several hits off.
Iirc the max range was increased so that players could hit objects at longer range.
That’s not to say that it still doesn’t need a projectile speed increase and be far more reliable than its current form… but I wouldn’t expect it to be so for the max range.
And I thought the ele auto attacks were horrible…
This is just pathetic.
I can run faster than my orb!!! :P
Yes this issue must be fixed. I like the scepter a lot and it would be nice if it finally becomes the weapon it should be.
And I thought the ele auto attacks were horrible…
This is just pathetic.
Yeah it’s really disgusting. Worst auto-attack in the game BY FAR. I haven’t really had time to video running next to orbs with swiftness on (still planning on releasing a short clip) but lets just say that running with swiftness -> orb of wrath -> by the time it’s dissipated, it’s only 200 range ahead of you.
This means that if an enemy has swiftness and is more than 200 range away and running, your “1200 range” autoattack will do ZERO DAMAGE.
Thanks, ANET!
Here I stopped being so lazy and I felt compelled to show what I meant by my last comment. (sorry if you have to sit through an ad)
Scepter sucks.
http://www.twitch.tv/georgesteel/b/389646266
Here I stopped being so lazy and I felt compelled to show what I meant by my last comment. (sorry if you have to sit through an ad)
Scepter sucks.
http://www.twitch.tv/georgesteel/b/389646266
Haha, that is even worse then i imagined. I deal with WvW a lot and ppl moving around cause me not to hit anything so personally im affected more by the fact that soon as a player hits WASD i cannot deal any ranged dps. Yet you showed its even worse then that.
Im fine with it being a very weak hitting weapon the speed of the orbs is just totally unacceptable. I can’t even finish people of below 10% that are trying to run away 90% of the time unless I get lucky when they are within in about 600 range. The immobolize is very nice but its the only reason to use the weapon and thats sad.
And I thought the ele auto attacks were horrible…
This is just pathetic.
Yeah it’s really disgusting. Worst auto-attack in the game BY FAR. I haven’t really had time to video running next to orbs with swiftness on (still planning on releasing a short clip) but lets just say that running with swiftness -> orb of wrath -> by the time it’s dissipated, it’s only 200 range ahead of you.
This means that if an enemy has swiftness and is more than 200 range away and running, your “1200 range” autoattack will do ZERO DAMAGE.
Thanks, ANET!
Well, technically it’s a little less awful than that since combat slows you down, so it has a BIT more than that.
It’s still pathetic though.
Here I stopped being so lazy and I felt compelled to show what I meant by my last comment. (sorry if you have to sit through an ad)
Scepter sucks.
http://www.twitch.tv/georgesteel/b/389646266
Too funny…
And I thought the ele auto attacks were horrible…
This is just pathetic.
Yeah it’s really disgusting. Worst auto-attack in the game BY FAR. I haven’t really had time to video running next to orbs with swiftness on (still planning on releasing a short clip) but lets just say that running with swiftness -> orb of wrath -> by the time it’s dissipated, it’s only 200 range ahead of you.
This means that if an enemy has swiftness and is more than 200 range away and running, your “1200 range” autoattack will do ZERO DAMAGE.
Thanks, ANET!
Well, technically it’s a little less awful than that since combat slows you down, so it has a BIT more than that.
It’s still pathetic though.
Yeah, and that is when they run in a straight line in front of the orb, if they even mildly strafe, the attack misses. Its more and more hilarious when you think about it.
Wow. I had no idea it was that bad, I guess because I’ve only used it in PvE. Wowowowow.
Yea in pvp and especially WvW its hilariously bad. I myself do WvW mostly and placing smite somewhere in the zerg makes ppl instantly leave the spot. Anet calls it “position control” as we punish ppl for standing in the wrong spot. Yet if they move out of it we gain no positionally advantage so i fail to see the “control” back in the phrase.
There is no other option really for doing damage because going melee in WvW is kitten Leaves only support…
I believe Anet is satisfied with the slow projectile rate of the scepters and won’t be changing it…
to fix the problem we see in the video, Anet can use a better aiming algorithm.
Currently, projectiles are fired where the foe is predicted to be, taking only your foe’s current position and velocity into account. If instead an average velocity were used
(say, average velocity of your foe over the past 1/2 second or so) then the problem would be less extreme.
I refuse to believe this is intentional. As you said Lord kuru, the speed probably is intentional however it should be fixable with a simply homing effect.
This is kinda speculation but i feel like changing aiming algorithm is a much bigger deal then simply add a few lines of code to make it homing.
I don’t think the scepter’s autoattack should be so slow you can nearly outrun it with swiftness. Sorry!
It’s such an easy fix… just make it a beam. It’s been recommended time and time again. Similar to our wrath skill or mesmer GS#1, adjusted for damage.
Something though. Please don’t allow this stupid broken weapon design to continue any longer.
That is just sad. I didn’t realize it was so bad.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.