Let's Fix Ancient Seed Bugs
You mean launches? As far as I’m concerned it should stay this way (despite the new tool tip saying otherwise). The reason being, I don’t think someone walking into something they can’t see (spike trap) only to get hit with not only 6 stacks of bleeds but also an entangling root is healthy for this game. Not to mention the possible consequences of immobilizing a launched player who may or may not be considered in the air (air immob).
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spike trap is a kd, wyvern charge is a kd. AS is supposed to proc on kd’s targets…says so in AS description. at the very least, AS must interact with spike trap, because, I guess, it’s not clear what exactly wyvern’s charge IS.
if this isnt meant to be, then it should be removed from the description of the GM.
(edited by mistsim.2748)
ATM its working with LB 4/glyph of tides or not? It supposed to work with it?
Those aren’t launches, and yes it does work with them.
Those aren’t launches, and yes it does work with them.
Well, the descriptions says: “Striking a stunned, dazed, knocked down, or launched foe summons roots to entangle them.”
So,knocked downs launches are included, But nothing on knockbacks. If anything, spike trap should wrok and LB 4/Glyphs shouldn’t?
There’s no reason knockbacks wouldn’t be included if all those others are. It’s just another name they forgot to throw into the list.
Or maybe they just consider knockbacks the same as knockdowns since they do technically knockdown at the end of the animation.
There’s no reason knockbacks wouldn’t be included if all those others are. It’s just another name they forgot to throw into the list.
Or maybe they just consider knockbacks the same as knockdowns since they do technically knockdown at the end of the animation.
Fine by me, but I don’t find any reason for spike trap not to work. Even with this combo, its not as strong as DH traps. Lots of break stuns are also condi removals anyway.
I’ve noticed that knockback and launches triggers but on random point between “where the guy was at the beginning of launch/knockback”→“where he landed”
“-and on this occasion I keep mine plate armors”
discussion about offensive/deffensive playstyles
I’m confused. are you suggesting that spike trap should proc the seed because it knocks down or launches and would count as hitting. thats not the way that works. spike trap IS the knock down. the seed would not proc on that. you would have to hit someone AFTER they get hit with spike trap. for example, drop spike trap use sword 2, enemy gets knocked down, then you use 2 to leap in. THAT would immobilize them. I might just be misunderstanding you guys.
I’m confused. are you suggesting that spike trap should proc the seed because it knocks down or launches and would count as hitting. thats not the way that works. spike trap IS the knock down. the seed would not proc on that. you would have to hit someone AFTER they get hit with spike trap. for example, drop spike trap use sword 2, enemy gets knocked down, then you use 2 to leap in. THAT would immobilize them. I might just be misunderstanding you guys.
The spike trap also deals damage, so it would be able to proc AS by itself if they just changed the order of the code, so the KD happened before the damage. That would make it so much more appealing, imo.
By the way, for PvE, you can use http://wiki.guildwars2.com/wiki/Power_Matrix, well, you should be able to, to proc ancient seeds, so its usable without any other ways to CC. Pretty cheap if you are farming mobs imo.
Actually i think As should proc on Knockdown/-back, launch, daze and stun and condi dmg should also count as proc dmg.
This way it wouldnt matter if condi or pure dmg build, and LB,SB,GS,Axe-Off and Staff (traited→on swap) would work with it and wozuld give more build variety.
9 Sylvari, 9 unique Builds.
I’m confused. are you suggesting that spike trap should proc the seed because it knocks down or launches and would count as hitting. thats not the way that works. .
No I’m saying damage done on the target knocked down by the spike trap should trigger AS
Regardless of the tool tip and community belief, these both work as launches.
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A launch is actualy a combination of knockdown and knockback as far as I am concerned. Launches can for example even move downed targets.
Wyvern and Spiketrap are not launches.
There is only 1 type of CC that interacts with downed bodies, launch. There is one type of CC (float doesn’t really count) that moves enemies off the ground, launch.
Wyvern and Spiketrap are launches.
Mini-launches?
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There is only 1 type of CC that interacts with downed bodies, launch. There is one type of CC (float doesn’t really count) that moves enemies off the ground, launch.
Wyvern and Spiketrap are launches.
Mini-launches?
Yeah, its like Uppercut on Daredevil, its just the tooltip is listed as a KD.
But y know, if spike trap really was a launch, why doesnt it affect downed players? Even if it is triggered by sm1 on the downed body, the downed doesnt get launched.
proud member of NV
But y know, if spike trap really was a launch, why doesnt it affect downed players? Even if it is triggered by sm1 on the downed body, the downed doesnt get launched.
Yes they do.
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Despite being stated as a knockdown I’m fairly sure it is actually a 0 range launch, the skill description says “launches foes” as well. Also explains why the disable is longer than 1s (launch has no duration just range) and why it throws enemies into the air rather than just falling to the floor.
Anyway … it should still work either way since the trait description for ancient seeds includes both launch and knockdown. I don’t see why it should not apply to all hard CCs.
Also, is it still impossible to hit a moving target with the entangle – during the beta the immobilize was delayed so if they were moving and the roots would do nothing.
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just some clarity would be nice. I can see the wyvern charge being a launch. but spike trap is def a knockdown. it animates that way, and says so in the tooltip.
just some clarity would be nice. I can see the wyvern charge being a launch. but spike trap is def a knockdown. it animates that way, and says so in the tooltip.
Spike trap animates as a very short launch.
Am I good?… I’m good.
just some clarity would be nice. I can see the wyvern charge being a launch. but spike trap is def a knockdown. it animates that way, and says so in the tooltip.
Spike trap animates as a very short launch.
meh, semantics. it’s a knockdown from the description, and should work with AS, period.
The only ‘fix’ it’s getting is a nerf once enough pvp’ers complain.
But I do agree with these bug changes.
Ancient seeds should not work with launches. Spike trap (as its a launch despite the tool tip) included.
Am I good?… I’m good.
You mean launches? As far as I’m concerned it should stay this way (despite the new tool tip saying otherwise). The reason being, I don’t think someone walking into something they can’t see (spike trap) only to get hit with not only 6 stacks of bleeds but also an entangling root is healthy for this game. Not to mention the possible consequences of immobilizing a launched player who may or may not be considered in the air (air immob).
DH says hello.
Their traps dazes foes, dealing MASSIVE damage when triggered, and cast in like 1/4 sec. Not to mention all of them grant at least one boon.
Edit: Those traps damage is so high that they even make it into dgn speed-up Meta. It’s higher than wells. In tougher boss Meta events, most DH uses traps for massive spike on bosses. (Set lots of them up when bosses are invulnerable, and trigger all at once in burn phase) Ranger’s traps damage can never do those. It’d only be useful in PVP sometimes.
(edited by Aomine.5012)
You mean launches? As far as I’m concerned it should stay this way (despite the new tool tip saying otherwise). The reason being, I don’t think someone walking into something they can’t see (spike trap) only to get hit with not only 6 stacks of bleeds but also an entangling root is healthy for this game. Not to mention the possible consequences of immobilizing a launched player who may or may not be considered in the air (air immob).
DH says hello.
Their traps dazes foes, dealing MASSIVE damage when triggered, and cast in like 1/4 sec. Not to mention all of them grant at least one boon.
+1
the spike is described to be a knockdown, and AS should work with knockdowns. if spike isn’t a knockdown, it needs to be corrected in the tooltip. otherwise it will be considered as such. therefore, this is a bug, and we’re just running in circles.
from a balance point of view, the trait investment is heavy (skirm line + AS GM); spike has no stun break or condi cleanse. picking even one trap as utility heavily compromise the ranger’s defense, and I only see traps usable with trapper runes. trapper rangers/druids don’t necessarily need significant buffs, but at the very least, their mechanics should work as advertised.
Eurantien, strong trait/skill synergy is not really something to use against ancient seeds from working on launch. Anytime someone finds a combination that makes a skill or trait stronger it shouldn’t be in the game because it’s “unhealthy”? No. It’s practically the purpose of designing a build. To make a good synergy between skills and traits.
The immob in mid air, however, is the real concern. And that’s something Anet should be fixing regardless.
the immob isn’t midair. you still have to deal the damage before u get the immob. by the time damage is done, the person is on the ground. I feel like there is a general misunderstanding with how AS works. the fact that it’s horribly bugged doesn’t help. people just don’t know what works with it, and what doesn’t.
the immob isn’t midair. you still have to deal the damage before u get the immob. by the time damage is done, the person is on the ground. I feel like there is a general misunderstanding with how AS works. the fact that it’s horribly bugged doesn’t help. people just don’t know what works with it, and what doesn’t.
omg dude youjust made me realise why the trait was triggering so randomly to me O.o
yeah indeed it says “STRIKING a stunned, dazed, knocked down, or launched foe summons roots to entangle them”
thats why there is no mention about knocked back because basically knockback is knockdown with added movement backward…
but then again – in case of launching – its totally possible to hit launched enemy midair…..
“-and on this occasion I keep mine plate armors”
discussion about offensive/deffensive playstyles
For me the triggering works fine: you have to strike an CC’ed mob to trigger. Also works when they are CC’ed by another character, even your pet (the dogs and smokescale are amazing for this).
For me what it buggers me is the fact that only trigger the first impact.
For example: A trap/glyph will trigger up to 5 roots, while the piercing arrows or the axe MH only trigger one although is the same attack.
I would get rid of the CD, is not like you can perma-daze and hit at the same time.
(edited by anduriell.6280)
For me the triggering works fine: you have to strike an CC’ed mob to trigger.
it doesn’t work with spike trap