Suggestion: Able to "slide" using swoop
Hmmm… would you travel the same total distance, or the same linear distance via this animation? Also, that would be amazeballs OP.
Am I good?… I’m good.
OP? Possibly, but fun!
I guess that would depend on how much you would be able to ‘bend’ swoop. Being able to jump around a corner would be nice though, lol! More quake 1 special moves to the ppl!
;)
Same total distance was what I was thinking.
That would be awesome but I’d settle for the skill not screwing up when running on uneven terrain. Nothing worse than trying to run from a zerg and stopping for a full second before doing the second part of the leap.
LGN
That would be awesome but I’d settle for the skill not screwing up when running on uneven terrain. Nothing worse than trying to run from a zerg and stopping for a full second before doing the second part of the leap.
l2p issue.
It would be cool if you could use strafe to influence which way you bent.
But im not sure what it would really add to slide. If they do add slide for first half of swoop I demand targets at the end of slide are stunned for 1sec !
That would be awesome but I’d settle for the skill not screwing up when running on uneven terrain. Nothing worse than trying to run from a zerg and stopping for a full second before doing the second part of the leap.
l2p issue.
It’s not a l2p issue. It’s a bug that happens randomly. Been around for a while now.
The Never Ending Repertoire of Ranger Builds
Salt of the Earth {SALT} Crystal Desert© ~~Dragon Rank~~
I don’t know, whether I’d necessarily call it a bug. It can be easily replicated by falling a long distance during the initial sprint.
Think of it this way: The only way to get off a long jump is either to build up momentum by running orto build up tension like a spring. If you fall after the initial sprint, your velocity at impact will mostly be downward. However, if you simply kill that downwards velocity, while keeping the forward momentum, you will inevitably fall over. There is no easy way to spring from that fall into a flat trajectory, unless you have shoes with perfect friction and use perfect timing. Instead, you have to kill all the built up momentum, which includes the forward movement and use it to build up tension for a leap. The whole thing is actually more realistic than most moves in the game.
All the jokes aside, it most likely wasn’t intended to work this way, but it’s funny nontheless that the skill actually reflects perfectly reasonable behavior, if we leave out the wing part.
As for an ingame reason, why it’s happening, there’s a couple possible explanations:
First:
The leap checks periodically, whether it can be executed until it’s executed or interrupted. The conditions for the leap: Sprint completed, standing firmly on the ground. The period of time between checks is the time it takes for the sprint part to complete, so if you aren’t standing on solid ground, the instant the sprint part ends, you will be rooted for the time, it takes swoop to complete a sprint.
Second:
If you aren’t at the ground, when the sprint ends, the entire swoop timer will restart as soon as you hit the ground, meaning, you will always be rooted for exactly the sprint duration before your ranger starts to leap.
The way to work around this is simple: Sprint on flat terrain!
I can think of a couple ways to test swoop behavior: Sprint off a tall ledge and have opponents chain-immobilize you while falling (yay that stupid bug is useful for once). My prediction is, that after the immobilize wears off, you will fall to the ground, be rooted for some time and then leap off into the distance.
The “periodic timer” theory could be proven by randomly equipping a couple +10% condi duration effects on the immobilizes (or by choosing ledges with different height/starting the sprint at different distances to the ledge) and checking whether the time between landing and leap fluctuates.
The mob has spoken and the turrets shall be burnt at the stake.
(edited by naphack.9346)
That would be awesome but I’d settle for the skill not screwing up when running on uneven terrain. Nothing worse than trying to run from a zerg and stopping for a full second before doing the second part of the leap.
l2p issue.
It’s not a l2p issue. It’s a bug that happens randomly. Been around for a while now.
The tl:dr version…
Need to sprint first and then fly leap. It isn’t random as its very rare for me to mess up my swoop. This comes with experience aka l2p.
That would be awesome but I’d settle for the skill not screwing up when running on uneven terrain. Nothing worse than trying to run from a zerg and stopping for a full second before doing the second part of the leap.
l2p issue.
It’s not a l2p issue. It’s a bug that happens randomly. Been around for a while now.
The tl:dr version…
Need to sprint first and then fly leap. It isn’t random as its very rare for me to mess up my swoop. This comes with experience aka l2p.
Um, no, it’s not a L2P issue. It’s a pathing bug for sprint animations and it exists on every class in the game with a similar gap closer.
The only “L2P” issue about it is that some terrain locations will have this happen more often than others, and just knowing where they are can help minimize it. Otherwise, it’s pretty much impossible to negate with anything but luck/guessing.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
That would be awesome but I’d settle for the skill not screwing up when running on uneven terrain. Nothing worse than trying to run from a zerg and stopping for a full second before doing the second part of the leap.
l2p issue.
It’s not a l2p issue. It’s a bug that happens randomly. Been around for a while now.
The tl:dr version…
Need to sprint first and then fly leap. It isn’t random as its very rare for me to mess up my swoop. This comes with experience aka l2p.
and it exists on every class in the game with a similar gap closer.
like ranger’s lb projectile range, working as intended.
Fyi Justin’s doesn’t say anything reasonable he is a troll. But yeah rangers are the 3rd glitchiest class in the game!!! After mesmers and eles ofc.
Fyi Justin’s doesn’t say anything reasonable he is a troll. But yeah rangers are the 3rd glitchiest class in the game!!! After mesmers and eles ofc.
Yup that’s why I chose to ignore his comment. He probably thinks that the swoop animation bugging out over the rangers head was also intended to make us more intimidating to our enemies.
LGN
Fyi Justin’s doesn’t say anything reasonable he is a troll.
Funny. I’ve come to the same conclusion.
Fyi Justin’s doesn’t say anything reasonable he is a troll. But yeah rangers are the 3rd glitchiest class in the game!!! After mesmers and eles ofc.
Yup that’s why I chose to ignore his comment. He probably thinks that the swoop animation bugging out over the rangers head was also intended to make us more intimidating to our enemies.
Along with leaping through healing spring being ‘cheese’.
I don’t know, whether I’d necessarily call it a bug. It can be easily replicated by falling a long distance during the initial sprint.
It’s a bug. A couple weeks back I hit swoop and got caught on terrain just before where swoop normally would have ended. After the short pause, my character did the leap associated with this bug, and ended up having traveled further than I could have with a normal swoop.
like ranger’s lb projectile range, working as intended.
LB range is working as intended because a dev has stated that it’s working as intended. If you know of a dev post saying leaps and gap closers are supposed to function this way, please post it.
(edited by Solandri.9640)