@ANet: Illusionary Leap
I just recently started working with sword main hand and noticed that the clone often didn’t spawn. I thought I was doing something wrong (still could be). Glad to hear it might not be me
It’s definitely hideous skill to use.
Clone won’t spawn if out of range, and that… range is tricky.
Best bet is to get little closer to target than description suggests, wait for clone to jump and then swap. Note, that it won’t let you swap if clone is still jumping.
It’s definitely hideous skill to use.
Clone won’t spawn if out of range, and that… range is tricky.
Best bet is to get little closer to target than description suggests, wait for clone to jump and then swap. Note, that it won’t let you swap if clone is still jumping.
The problem with the range is that the skill icon will indicate the target is available, but the clone will still fail to spawn. I’m fairly certain that the range indicator and the clone spawn range aren’t the same. I have a theory where the clone spawn range is actually 550 or 500, but it’s hard to test range when there’s no means of measuring it precisely.
It’s pretty borked. I almost use it exclusively to generate a clone for shattering, pretty sure that’s not it’s intended purpose.
yup i never turn to this in a tight situation lol. i wish i could catch some people by sending this lil guy to cripple them!
I wonder if the developers are aware of all of the problems related to this skill.
I would love to see the range on this increaed drastically. It’s already hard for a squishy mesmer to actually stick around in melee without getting downed rather quickly. I would love to see this upped to a 900 or even 1200 range so we can actually use it sometimes.
And all these problems because of overcomplication. :/
This is one of the cooler skills, but unfortunately it faces some challenges mostly due to terrain… sometimes it just refuses to work even if you’re on top of the guy but on a slope
My preference would be to have the skill teleport you to the targets location and immobilize them, then allow you to swap positions with a clone created at your original starting location. Then it could be used defensively or offensively, and the ranged increased by 300 to 900 range, to match the range of the pistol weapons base range untraited. Also the CD on it should be increased to compensate for it’s increased power level, by around 20% probably. Longer range, stronger ability because it’s more versatile.
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It’s definitely hideous skill to use.
Clone won’t spawn if out of range, and that… range is tricky.
Best bet is to get little closer to target than description suggests, wait for clone to jump and then swap. Note, that it won’t let you swap if clone is still jumping.The problem with the range is that the skill icon will indicate the target is available, but the clone will still fail to spawn. I’m fairly certain that the range indicator and the clone spawn range aren’t the same. I have a theory where the clone spawn range is actually 550 or 500, but it’s hard to test range when there’s no means of measuring it precisely.
I notice uneven terrain to be the cause of spawn failure. It seems that even though the clone “jumps” into action, it still requires a path that can be walked WITHOUT jumping to spawn. The rule of thumb I’ve noticed “if you have to jump to get there, the clone wont spawn”
This is very similar to the temporal curtain projectile bug. The curtain is supposed to be a wall, but even a 5 degree high-ground to enemies results in it being useless for projectile reflects.
Yeah I love when I am literally on top of a target starting to flee, and decide to use this to try and immobilize him………….
Then the swap puts me so far away from him I have no chance of catching up, and he lives to fight another day.
I then ponder for a brief moment how the hell that happened…..
Then a thief pops out of nowhere and finishes off my life bar.
kitten.
And yes the clone even spawning is pretty unreliable, even after much practice. I mean, it gets better with practice…. But far from perfect.
See what I did dere?
My preference would be to have the skill teleport you to the targets location and immobilize them, then allow you to swap positions with a clone created at your original starting location. Then it could be used defensively or offensively, and the ranged increased by 300 to 900 range, to match the range of the pistol weapons base range untraited. Also the CD on it should be increased to compensate for it’s increased power level, by around 20% probably. Longer range, stronger ability because it’s more versatile.
That sounds more like our Spear 2 skill Feigned Surge/Feign which is 10x easier to use than Illusionary Leap and tbh teleporting away from the target I just ‘surged’ to is way more useful.
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Server: Kaineng
I myself have pondered this exact issue, along with others, and I have also come to the conclusion that Feigned Surge is, in fact, what Illusionary Leap should be. In essence, the player should leap forward, execute a crippling attack, and create a clone (thus also solving the “no clone creation” issue). Then the skill should sequence into a return-type skill that teleports the user to the origin.
The largest benefit of this change is that it gives the mesmer a much faster and more reliable way to close distance, which the current version has issues with. However, it should be noted that there is a loss of immobilization when using this implementation. I feel this is a fair trade for the increased mobility, but perhaps some players feel otherwise?
In any case, the clone issue needs solved. Honestly, at this point I’m sure many mesmers would be happy if the clone just spawned next to the targed before leaping, as long as we can reliably get the clone to spawn in the first place.
Also, why is there a cast time on this skill if the clone is summoned at the start of the cast? It simply makes for an annoying pause between summon and swap.
Anet forgot that create a class called mesmer, too many bugs we are playing a paid beta mesmer right now
Clap
Basically you have to have to be fighting on level ground, be much closer to the target than the range suggests, facing your target, and your target already has to be stationary. These are pretty much the same requirements as Arcane Thievery.
Unfortunately for myself, I cannot bear to take either of these skills out of my skill set since I love them so much…. even though they both are buggy as kitten… when you can account for all the stupid unwritten requirements, these skills can still be pretty nice…. and as a bonus since most people have so much difficulty landing these skills, many victims of them don’t know what is going on when you do land them.
Sure it’s buggy, but the trick is to track the clone is summons. Too many people just spam it expecting to be delivered to the feet of their foe. Just hold back a little.
I’d certainly like to see it fixed, but the likes of Kephos (i.e. moaners) need to learn to play the card they’re dealt; hold off, play smarter.
What I have found is that my guild mate plays an Asura mesmer and the failure rate is much, much lower for him. I play a female Norn and it seems to fail much more often. I wonder if it’s related to the hit-box size of your character on certain uneven terrain?
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I do believe that the hit boxes themselves are standardized. Perhaps it may just be a preconceived bias (hitbox size interfering), or a difference in play style that makes it appear that your Asura friend’s Leap is less buggy?
@Parthis: This bug has been present since BWE3 and it’s pretty kitten critical. “Playing around bugs” is all well and good but if they want to seriously make GW2 into an e-sport they can’t really leave in such massive bugs for months on end and just tell people to “deal with it”
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arenanet
- our bugs will darken the sky
mesmers
-then we will fight in the shadows
https://forum-en.gw2archive.eu/forum/professions/mesmer/Guide-WvWvW-Pve-Shatter-Cat/