Illusionary Leap
Problem here is that savage leap won’t go around corners up around a corner and up a flight of stairs or w/e. As much as the skill is super buggy, it DOES sometimes work, and those things I mentioned it will in fact do, and I would never want to lose that functionality.
yeah been a problem for a long time, lot of people will just say “ADAPT N00B GAME THE MECHANICS!” but realistically it should be fixed.
Bit of info if you haven’t found out nor were around earlier in the year.
They pretty much said it was a pathing issue (which is evident surely I don’t need to tell you that) they’ve stated it was harder to fix than we think, which considering the levels of neglected aspects of the game gate I wonder about the specifics of it.
If I had to guess the up hill issue has more to do more with a z axis distance and it cuts it short.
“Maybe I was the illusion all along!”
(edited by Daishi.6027)
Problem here is that savage leap won’t go around corners up around a corner and up a flight of stairs or w/e. As much as the skill is super buggy, it DOES sometimes work, and those things I mentioned it will in fact do, and I would never want to lose that functionality.
hmm yea true but lets brainstorm a bit how it would work better than.
and also sometimes it leaps to were target was no is and than starts walking.
also question whats the most funnyest thing leaping clone has done to you xD
(edited by baylock.1703)
The issue is more on a mechanical level I believe. As in: All abilities using this auto-charge system suffer from the issue.
Which in turn means it’s probably a limitation of the engine ANet uses, and fiddling with that is… iffy, from personal experience. Not something you generally want to do, bugs or not.
The upside is that this works both ways and leads to some interesting game mechanics in Mesmer vs Mesmer combat.
Perhaps a combination of the two would be possible. As in, an “infinite” series of savage leaps. This would have the best of both worlds; flexibility of moment (around turns) and reliability on slopes.
I’d prefer an even more trickery approach. Instead of a charge, make it a floating movement (which is slower than the current one), able to skip through terrain and such.
While my clone is – slowly – floating to the enemy, I can freely press the button again to swap back and forth between the two, hence when the skill impacts it’s difficult to know which I am and which is the clone. Clone will then charge in if it’s the one left behind, while I can swap once more to cause immobilize.
I’ve come up with a unique solution. What if the skill spawned 4 clones, regardless of our clone limit. Three would spawn in at 120-degee intervals around the target, as if three mesmers were using the present version all at once while the 4th would spawn above the target and use the spectre finisher animation. The first one to connect does all the damage and stays while the other 3 shatter harmlessly. This would drastically improve the odds of the attack connecting while further confusing our opponents. Better yet, it can still be dodged because it’s really just one attack. It only looks like 4.
The skill originally did an actual leap, but it was even less reliable than the current version.
It’d be cool if the avatar did the leaping, then when someone turns to strike you swap out with your clone so they can destroy it to trigger an on-death effect.
https://forum-en.gw2archive.eu/forum/support/bugs/Mesmer-illusionary-leap
found 1 really big bug now illusionary leap shood get some atention atlast