Sword Main-Hand Auto Big Problem in PvE

Sword Main-Hand Auto Big Problem in PvE

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Posted by: KazNaka.4718

KazNaka.4718

I think this is one of the most serious problem (yes problem) of the ranger, and it has existed since the game was released. People have shrugged it off as a “learn to play” issue when in reality, it’s much more disruptive than that.

I am talking about being rooted while doing the 2nd & 3rd strikes of the auto-chain of skill 1. You literally cannot do anything else other than swap weapons. This, for me, is a really bad design, and it is very disruptive when trying to dodge or use any other skills (you have to wait until the 3rd strike ends).

Just look at what they did with warrior’s hammer 3 & 4, ele’s lightning hammer 4. They made them cast-able while moving. Saying that being rooted and unable to cast a skill between sword’s 2nd & 3rd strikes is fine goes directly against ANet’s gameplay philosophy.

I am mostly talking about the PvE aspects of the problem. In PvE you need to be able to dodge on demand. You need to be able to cast important skills on demand. The root is adding extra delay and you often die because of it. The sword is the ONLY melee weapon that goes in one hand. What other choice do rangers have when wanting to melee with off-hand axe?

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Posted by: Faux Sheaux.6179

Faux Sheaux.6179

Turn off autoattack and only hit 1 when you need to. People call it a “learn to play” issue because it’s a “learn to play” issue. You need to learn when to have it set to autoattack and when not to.

Ehmry Bay – Grindhouse Gaming [GH]
Menorah | Charr Cat | Some Cat Thing
Still running my old RRR build because why not

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Posted by: KazNaka.4718

KazNaka.4718

That cannot possibly be the solution to this problem. And even when I turned off auto-attack, just try dodging after the 2nd chain….you can’t….there is a significant delay.

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Posted by: Faux Sheaux.6179

Faux Sheaux.6179

That’s because you’re smashing 11111111111111111111 instead of actually hitting it when you need to. Skills queue. The delay is there because of the way you are playing.

Ehmry Bay – Grindhouse Gaming [GH]
Menorah | Charr Cat | Some Cat Thing
Still running my old RRR build because why not

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Posted by: OGDeadHead.8326

OGDeadHead.8326

Dodge should override anything, ’nuff said.

Win10 pro | Xeon 5650 @ 4 GHz | R9 280x toxic | 24 Gig Ram | Process Lasso user

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Posted by: KazNaka.4718

KazNaka.4718

You know what this feels like? It feels like a warrior using Eviscerate every second. If that is by design, I don’t even know what else to say. The practicality of it is not there. It isn’t practical to turn off auto-attack and press 1 when you think it’s safe.

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Posted by: Chopps.5047

Chopps.5047

Lol the frequency of this topic. Every new ranger whines about the sword

Tin Foil Hat Hearer »—> Ranger Extraordinaire »—> “Be like water…”

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Posted by: KazNaka.4718

KazNaka.4718

That’s because you’re smashing 11111111111111111111 instead of actually hitting it when you need to. Skills queue. The delay is there because of the way you are playing.

No dude, I listened to your advice. Now you try dodging right after the 2nd strike and tell me that’s practical.

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Posted by: Faux Sheaux.6179

Faux Sheaux.6179

Dodge should override anything, ’nuff said.

It’d be nice if that were the case, but this is not something exclusive to the ranger class. Dodges override channeled skills, but the sword auto is not channeled. It’s an animation, and just like other lengthy animations such as warrior greatsword spin, you can’t dodge in the middle of it.

Ehmry Bay – Grindhouse Gaming [GH]
Menorah | Charr Cat | Some Cat Thing
Still running my old RRR build because why not

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Posted by: KazNaka.4718

KazNaka.4718

Lol the frequency of this topic. Every new ranger whines about the sword

Because there is a real problem with it. It isn’t just about new rangers. When comparing with all the other classes, none of them have this problem.

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Posted by: Faux Sheaux.6179

Faux Sheaux.6179

Lol the frequency of this topic. Every new ranger whines about the sword

Because there is a real problem with it. It isn’t just about new rangers. When comparing with all the other classes, none of them have this problem.

Actually, any attack that roots will not let you skip the animation. Just look at heartseeker.

Ehmry Bay – Grindhouse Gaming [GH]
Menorah | Charr Cat | Some Cat Thing
Still running my old RRR build because why not

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Posted by: KazNaka.4718

KazNaka.4718

Dodge should override anything, ’nuff said.

It’d be nice if that were the case, but this is not something exclusive to the ranger class. Dodges override channeled skills, but the sword auto is not channeled. It’s an animation, and just like other lengthy animations such as warrior greatsword spin, you can’t dodge in the middle of it.

yes, except warrior’s spin is a dodge skill in itself. You can’t dodge during rush but that’s a skill 5 NOT a freaking auto-attack chain.

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Posted by: KazNaka.4718

KazNaka.4718

Lol the frequency of this topic. Every new ranger whines about the sword

Because there is a real problem with it. It isn’t just about new rangers. When comparing with all the other classes, none of them have this problem.

Actually, any attack that roots has this exact same problem. Just look at heartseeker.

it’s not an auto-attack chain though. That is what I’m trying to get at. You need to carefully time heartseeker while doing your auto-attack.

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Posted by: Chopps.5047

Chopps.5047

You guys have to be more aware of where you’re at on the sword chain (pounce is what’s hurting you guys, the third animation on the chain). Don’t be in the middle of that skill when you need to dodge a boss attack. You should only straight up spam sword when you know for a fact you can get away with it.

For a stationary boss, I like to take two swings then move a step THEN pounce and repeat. This creates space between yourself and the boss, the leap pulls you back to the boss when you step a little away, and you break up the chain enough to give yourself the time to dodge if you need to.

Tin Foil Hat Hearer »—> Ranger Extraordinaire »—> “Be like water…”

(edited by Chopps.5047)

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Posted by: KazNaka.4718

KazNaka.4718

You guys have to be more aware of where you’re at on the sword chain (pounce is what’s hurting you guys, the third animation on the chain). Don’t be in the middle of that skill when you need to dodge a boss attack. You should only straight up spam sword when you know for a fact you can get away with it.

For a stationary boss, I like to take two swings then move a step THEN pounce and repeat. This creates space between yourself and the boss, the leap pulls you back to the boss when you step a little away, and you break up the chain enough to give yourself the time to dodge if you need to.

Alright, I will try your advice. But I still think it’s impractical to focus on when to auto-attack. I guess it’s a very unique design for rangers.

It’s also the 2nd strike that’s bugging me. There is a significant delay after the 2nd strike.

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Posted by: Faux Sheaux.6179

Faux Sheaux.6179

Gotta take the good with the bad. The root is very helpful in a lot of situations. It’s actually a rare case where we have something good unique to rangers. The only issue is that it takes more effort and skill to utilize.

Ehmry Bay – Grindhouse Gaming [GH]
Menorah | Charr Cat | Some Cat Thing
Still running my old RRR build because why not

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Posted by: Serraphin Storm.2369

Serraphin Storm.2369

When using the 1h sword learn to use the evade on the sword as your primary evade and your normal dodge as secondary. Once you master this weapon you will be able to use all 4 evades.

Knowing instantly which attack phase your on and which evade to use is part of mastering this weapon.

In order to properly understand the big picture,
everyone should fear becoming mentally clouded and obsessed with one small section of truth.

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Posted by: Ariete.6509

Ariete.6509

With that… er… “problem” i’m able to glue to my enemies with constant cripple and leap leaving them with slim chances for kiting.

Both #2 #3 ability allows you to escape add in a dagger and that’s a third ability,

any other ability with a cast time interrupts the chain so you can dodge without even spending the ability,

then you have lightning reflexes for a quick get away,

you can also turn the camera over 90degree angle and slightly tap a movement key to drop your target thus interrupting the chain,

you’ve also read about the autoattack off trick…

After all of this plus over a year of release, how much more time do you need to truly realize where the problem really lies.

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Posted by: Mesket.5728

Mesket.5728

Dodge should override anything, ’nuff said.

^
This.

Specially in a game where it is expected to have millisecond reactions.

Zerk is the average Joe build. Don’t pat yourself in the back too hard.

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Posted by: Eurhetemec.9052

Eurhetemec.9052

After all of this plus over a year of release, how much more time do you need to truly realize where the problem really lies.

It’s very obvious.

It still lies in the design of the skill.

Learning workarounds to that, that’s not “fixing the problem”, those are workarounds. Your argument is effective that if your computer crashes every time you press ctrl+p, just use the print button, don’t bother complaining, don’t expect it to be fixed, and so on. L2Print!

It’s a worthless argument, and the basic design here, which forces you to disengage autoattack in PvE (I can’t even think of another skill which does that) is bad. It’s not some sort of awesome design, and I’m sorry to tell you this, but learning workaround to it does not mean you are awesome, though I know a lot of people’s egos are kind of riding on that.

I don’t expect it to be “fixed” any time soon, but it would be very nice to hear from ArenaNet as to whether it’s fully intended design, or rather the unfortunate result of the way they built this skill, because it’s really not clear to me which it is.

Is it something you can handle? Sure, but it’s very tedious to keep working around it, and most of the workaround reduce your DPS, especially if you have any lag at all, meaning 1H sword DPS is lower than frequently claimed, in practice.

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Posted by: Ariete.6509

Ariete.6509

Take a deep breath and repeat after me: “My opinion is subjective and does not constitute fact, regardless of how bad i want it
to.”

What poses as worthless to me is the general concensus established that the forums serve as a place where i can ask the company that created the game you play to change the very rules of it’s mechanics to best suit your bloated egotistic style of play. When instead you could be adressing the community to help in findings ways to overcome the difficulties that the game provides you. While tomorrow you could be offering your own ideas to overcome their personal adversities. This give and take is what communities are all about.

Taking further on that printer analogy: you are constantly filing reports to microsoft constantly demanding they fix the problem your specific printer is having with your specific pc setup. I’m the kind of bloke reaching Out for the community, trying to find others with similiar issue, installing different drivers and software other cables and connections.

But if you wish to label this workarounds while you keep your arms crossed, wainting for a fix while you keep dusting your demands to the wind suit yourself. Trust me it’s much more rewarding to be in this side of the fence and i’d be glad you joined us, since i’m sure you have something to offer the community if only you channel your energies in something within your reach and control.

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Posted by: OGDeadHead.8326

OGDeadHead.8326

Dodge should override anything, ’nuff said.

It’d be nice if that were the case, but this is not something exclusive to the ranger class.

…and I don’t ask for this to be exclusive to rangers only. Dodging should get priority above every single ability in this game, simple as that. I don’t buy into the animation logic, in regards to rangers sword #1, swapping weapon will instantly break the chain and allow you to dodge or do whatever you want, so there are ways to deal with this. It’s just an oversight from the devs imho.
No, this is not another “L2P” issue, I’ve used and am using sword all the time, and have been since release. I know the drawbacks and what you can do to circumvent them.
It’s sloppy design, pure and simple, and one that apparently is easy to fix if the devs would just put their minds into it (weapon swap).
Leave sword 1 as is, but implement this:
Dodge > all other skills = fix. Thank you for reading.

Win10 pro | Xeon 5650 @ 4 GHz | R9 280x toxic | 24 Gig Ram | Process Lasso user

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Posted by: KazNaka.4718

KazNaka.4718

So I’ve tried turning off auto-attack. It’s very counter-intuitive to how I’ve played 6 other classes. The fact that the 2nd strike is like a warrior’s Kick and the 3rd strike is like a thief’s Heartseeker, makes it very impractical to use so many times. And if you don’t use it, where does your DPS come from otherwise?

Basically, the way it is right now, you rely 90% on the skill’s animation for your mobility/dodge, instead of using WASD or dodge. Ok, that’s fair, but allow us to use said mobility/dodge skills reactively instead of having a lag/delay. That is the least they can do to compensate for the root on top of the animation.

In contrast, other classes can control their movement with WASD to position themselves EXACTLY where they want to be and can time their mobility skills whenever they need to use it. The ranger, on the other hand, spams their mobility skills, leaving WASD less utilized, and even their other mobility skills are delayed because of the animation spam.

Rangers’ one-hand sword is the only class that is not able to attack without targeting the mob.

(edited by KazNaka.4718)

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Posted by: Quarktastic.1027

Quarktastic.1027

That’s because you’re smashing 11111111111111111111 instead of actually hitting it when you need to. Skills queue. The delay is there because of the way you are playing.

The less often you spam 1, the less damage you deal. No other weapon requires its user to refrain from attacking if they want to avoid getting killed. The sword 1 chain is a problem, and it has been a problem since launch. Just because people have found ways to deal with it doesn’t mean there’s nothing wrong with it.

Those armadillos would be a lot cooler if they looked more like real armadillos. mmm armadillos
-BnooMaGoo.5690

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Posted by: Chopps.5047

Chopps.5047

That’s because you’re smashing 11111111111111111111 instead of actually hitting it when you need to. Skills queue. The delay is there because of the way you are playing.

The less often you spam 1, the less damage you deal. No other weapon requires its user to refrain from attacking if they want to avoid getting killed. The sword 1 chain is a problem, and it has been a problem since launch. Just because people have found ways to deal with it doesn’t mean there’s nothing wrong with it.

Oh, I spam it. Just when I know it’s safe. I think the experienced players are probably adept at identifying boss animations and/or are just familiar with it. But I do spam it a lot, I don’t want you to get the impression that I don’t. I slow down on that third swing when I know there’s danger. I’ve got a pretty good feel for the tempo and pacing of gw2 bosses these days. They got a certain style you just get used to, believe me.

One key I’ve found is to stay behind the boss so he cannot cleave you. Many bosses in gw2 are extremely lethal from the front only. An exception to this rule is the Butcher or Mossman (mossman just says SCREW YOU and turns around and punches you in the face with an axe and it hurts). I rarely have trouble using serpent’s strike during the sword chain so try using that as your first dodge so you can keep up the spam. The great thing about this technique is that it puts you behind the boss.

Another thing I like to do is use signet of the beastmaster and signet of stone to get off a worry free burst. That’s usually very effective. But don’t waste it: sometimes you want to use that signet prior to a rez.

There is an art to it and it is rewarding just in terms of gameplay when you know you’re pulling it off.

Tin Foil Hat Hearer »—> Ranger Extraordinaire »—> “Be like water…”

(edited by Chopps.5047)

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Posted by: Solandri.9640

Solandri.9640

You guys have to be more aware of where you’re at on the sword chain (pounce is what’s hurting you guys, the third animation on the chain). Don’t be in the middle of that skill when you need to dodge a boss attack. You should only straight up spam sword when you know for a fact you can get away with it.

It’s both the second and third skills in the chain (pounce and kick). They both have a leap, and for about a second after the leap you can’t dodge. The only time you can dodge normally is right after the first skill (slash). Which isn’t very useful because doing the slash will tick the autoattack over to the second skill (pounce). And if you have autoattack on or have another manual ‘1’ queued, the pounce will fire after the dodge and you’ll leap right back to the enemy you just dodged away from.

You can however move right after a leap, and that will break the lockout and allow you to dodge immediately. It seems to be an animation override bug, where the game is coded so completing the leap animation is more important than obeying the player’s dodge command. (But a movement key or firing another skill will override the animation.)

Both #2 #3 ability allows you to escape add in a dagger and that’s a third ability,

All of these skills have a slight delay before the evade kicks in. A dodge is instant. Their evade duration also seems to be less than a dodge’s.

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Posted by: Substance E.4852

Substance E.4852

They just need to remove the increased range on the skills and reduce both kick and pounce to 130 like slash. You can’t dodge in the middle of your character being moved on any skill that I know of yet you can easily dodge in the middle of the evade spin on the GS auto (you wouldn’t need to but it illustrates it’s the move forward on the 400 and 430 range that pins you).

As it is I can’t even use Sword in a ZvZ fight because I fly all over the place when not actually targeting anyone and that not only makes it hard to actually hit anyone and do damage and get tags, but it also flings me into all kind of positions that lead to my swift and embarrassing death. Spamming cripple on an auto cleave would be incredibly powerful yet it’s virtually impossible right now.

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Posted by: wauwi.9162

wauwi.9162

you can almost instantly interrup the 1H swords sticky autoattack with it’s second and third skill and also with “Lightning Reflexes”.

still silly, that you can’t just dodge out normally, tho.
maybe, ‘cuz the 1H sword got other attacks, that dodge. (you could dodge 2 additional times, if the stickyness wouldn’t be there…sounds kinda OP against some enemys, like alpha.)

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“Only the finest of potatoes in my zerkburgers.”

(edited by wauwi.9162)

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Posted by: Stooperdale.3560

Stooperdale.3560

Still broken imho. It’s like riding a bicycle without a saddle. Sure you can be really skilful and do it but it’s still not fit for purpose and you sure don’t want to give it to a beginner. All you lazy ‘pro’ players who want to chase enemies with sword 1 skills in PvP should just be more skilful and get in range. You shouldn’t be push all the animation difficulty onto every other ranger.

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Posted by: Vox Hollow.2736

Vox Hollow.2736

Almost only counts in horseshoes and handgrenades.
Hornet’s Sting and Serpent’s Strike really do need to interrupt you instead of entering the skill queue, even if that means rolling into a serpent mid-air.

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Posted by: ipan.4356

ipan.4356

I use Sword/Warhorn, and I don’t use autoattack at all.

In fact, my skill rotation hardly uses Skill 1 (sometimes I will when I’m just screwing around killing trash).

My utilities are Viper’s Nest, Call Owl (I’m a Norn), and I switch off between Signet of the Hunt and Signet of the Wild.

I use Warhorn to soften people up at a distance, while I’m closing for a Serpent’s Strike and Hornet’s Sting. At range, I can Call Owl, then Hunter’s Call, then Call of the Wild as I close in.

Or, I start with LB barrages, switch to Sword/Warhorn as they close to me, and go through the rotation.

By the time I’m done, Serpent’s Strikes, Viper’s Nest, Hornet’s Sting, Call Owl, Hunter’s Call all recharge – so, realistically, I am never really forced to use autoattack.

Sometimes, I swing just cuz I’m fighting a trash mob that’s so easy it doesn’t matter. But, if I don’t want to, I never work Skill 1 into my rotation.

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Posted by: Doug.9628

Doug.9628

I don’t use it anymore. There shouldn’t be a learning curve on the basic attack of a weapon. The root sucks but it’s alright considering the weapon puts out good dps and chases, but the inability to dodge when you absolutely need to is bs, not a “unique feature”

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Posted by: Roy.7405

Roy.7405

Even though this is about PvE, I’m just gonna add a PvP perspective as well.

In a 1 vs 1 fight you can learn to deal with the rooting issues. However, when you enter into a fight that involves more than 4 people keeping track of what part of the chain your on can become impractical. There are to many other things you have to pay attention to worry about part of the chain your auto-attack is on: your position, your pet’s position, allies’ positions, enemies’ positions, who has left themselves vulnerable due to their position (overextension), your 9 other cooldowns, your weapon swap cooldown, your pet ability cooldown, allies’ health, enemies’ health, overall strategy depending on game mode and map, switching targets (tab or click), identifying what skills your allies and enemies use and their approximate cooldowns, etc… As your competition gets better and tougher, these things become more and more important, and is what separates the skill levels of players. As these things become more and more important, your auto-attack and basic movement are skills you need to be able to rely upon in battles, not constantly worry about; time spent focusing on what part of the chain your on takes time away from that and can cause you to miss important actions. Unfortunately with the sword you can’t always rely upon your auto-attack, and when I play my ranger I have to use the greatsword instead.

The technical problem with the sword is that the 2nd and 3rd skills are leaps, which can’t be broken by the player. My suggestion would be to remove the leap from the second skill, give the first skill a 1/2 second cripple, and reduce the cripple duration of the second skill by half a second. That way, the cripple duration of the chain stays the same and the ranger can still stick to the target. Surely people can stick close to a crippled target for 3/4 of a second, which is the time it would take to reach the leap in the chain.

Finally, working around design issues simply isn’t fun.

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Posted by: Dahkeus.8243

Dahkeus.8243

Yea, I’be brought this up twice on the thread. This is one of the big reasons I re-rolled. I know they have a lot to respond to, but this has been an issue since day 1.

I mean, I guess I shouldn’t be surprised, but it’s kinda frustrating since ANet has become so open on balance changes recently, yet still hasn’t addressed this.

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Posted by: Chopps.5047

Chopps.5047

Yea, I’be brought this up twice on the thread. This is one of the big reasons I re-rolled. I know they have a lot to respond to, but this has been an issue since day 1.

I mean, I guess I shouldn’t be surprised, but it’s kinda frustrating since ANet has become so open on balance changes recently, yet still hasn’t addressed this.

Do you not acknowledge that many in the community like the sword? We’re not all 100% on board to want to change it. I think it works to be honest. It sucks to learn but you can.

Tin Foil Hat Hearer »—> Ranger Extraordinaire »—> “Be like water…”

(edited by Chopps.5047)

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Posted by: Roy.7405

Roy.7405

Yea, I’be brought this up twice on the thread. This is one of the big reasons I re-rolled. I know they have a lot to respond to, but this has been an issue since day 1.

I mean, I guess I shouldn’t be surprised, but it’s kinda frustrating since ANet has become so open on balance changes recently, yet still hasn’t addressed this.

Do you not acknowledge that many in the community like the sword? We’re not all 100% on board to want to change it. I think it works to be honest. It sucks to learn but you can.

I think most people like what it does, but not how it does it. People like that it allows the ranger to easily stick to their target (I do too). What they (I) don’t like is that in order to do that, they lose control of their character and have to micromanage their auto-attack. There are ways to keep the same functionality (sticking to the target) without sacrificing movement control and forcing auto-attack micromanagement.

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Posted by: Substance E.4852

Substance E.4852

Yea, I’be brought this up twice on the thread. This is one of the big reasons I re-rolled. I know they have a lot to respond to, but this has been an issue since day 1.

I mean, I guess I shouldn’t be surprised, but it’s kinda frustrating since ANet has become so open on balance changes recently, yet still hasn’t addressed this.

Do you not acknowledge that many in the community like the sword? We’re not all 100% on board to want to change it. I think it works to be honest. It sucks to learn but you can.

Feel free to list the many great advantages of being able to dodge/strafe only after you have completed an auto attack cycle.

Just because someone likes the feel of something, for whatever reason, doesn’t mean it’s good. We have legions of bear bows to prove that for us.

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Posted by: Substance E.4852

Substance E.4852

Yea, I’be brought this up twice on the thread. This is one of the big reasons I re-rolled. I know they have a lot to respond to, but this has been an issue since day 1.

I mean, I guess I shouldn’t be surprised, but it’s kinda frustrating since ANet has become so open on balance changes recently, yet still hasn’t addressed this.

Do you not acknowledge that many in the community like the sword? We’re not all 100% on board to want to change it. I think it works to be honest. It sucks to learn but you can.

I think most people like what it does, but not how it does it. People like that it allows the ranger to easily stick to their target (I do too). What they (I) don’t like is that in order to do that, they lose control of their character and have to micromanage their auto-attack. There are ways to keep the same functionality (sticking to the target) without sacrificing movement control and forcing auto-attack micromanagement.

The thing is, there probably isn’t. As I said in an earlier post, it’s the movement forward that locks you into the animation. You can dodge in the middle of the spin animation of the last attack of the GS but you can’t on the spin animation of “Pounce” because it has a 430 range with a melee effect which moves you forward and creates an animation that can only be stopped by switching weapons.

Could they find a middle ground? Maybe, but the system they have in place make it seem unlikely unless they also rework #2 or 3 to give us a gap closer. It may even be the reason they have been reluctant to fix the problem or even admit it exists.

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Posted by: ipan.4356

ipan.4356

Change pounce so that it only causes you to leap if your target is out of range of the weapon – as long as you could still hit the target without pouncing (i.e., target is in melee range), then pounce doesn’t trigger.

Think of it like the 3rd attack in the chain actually has two possibilities – a strike (maybe with a little evasion thrown in), and a pounce which triggers when your target moves away from you.

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Posted by: Dahkeus.8243

Dahkeus.8243

Yea, I’be brought this up twice on the thread. This is one of the big reasons I re-rolled. I know they have a lot to respond to, but this has been an issue since day 1.

I mean, I guess I shouldn’t be surprised, but it’s kinda frustrating since ANet has become so open on balance changes recently, yet still hasn’t addressed this.

Do you not acknowledge that many in the community like the sword? We’re not all 100% on board to want to change it. I think it works to be honest. It sucks to learn but you can.

I acknowledge this, but, after following these forums and playing the game since release, I have found that these people are mostly in the minority and primarily argue for it on the basis of preferring difficult gameplay.

I’m all for difficult gameplay, but I think it can be accomplished without clunky mechanics that provide unnecessary hindrances.

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Posted by: Sarision.6347

Sarision.6347

Sometimes I wonder if one of the reasons people Bearbow is because they tried the sword and can’t stand it. I know I did… well maybe not Bearbow, but I gave up on the sword all the way back in beta in favour of GS and only started using it seriously in the last couple months.

Now people could try GS if only it wasn’t rather unremarkable or if they can let go of the idea that GS doesn’t fit the class.

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Posted by: Chopps.5047

Chopps.5047

Yea, I’be brought this up twice on the thread. This is one of the big reasons I re-rolled. I know they have a lot to respond to, but this has been an issue since day 1.

I mean, I guess I shouldn’t be surprised, but it’s kinda frustrating since ANet has become so open on balance changes recently, yet still hasn’t addressed this.

Do you not acknowledge that many in the community like the sword? We’re not all 100% on board to want to change it. I think it works to be honest. It sucks to learn but you can.

I acknowledge this, but, after following these forums and playing the game since release, I have found that these people are mostly in the minority and primarily argue for it on the basis of preferring difficult gameplay.

I’m all for difficult gameplay, but I think it can be accomplished without clunky mechanics that provide unnecessary hindrances.

Difficulty for the sake of difficulty is not why I want it to retain it’s current functionality. I want to keep the leap because of pvp. Unless they can change the engine such that dodges break leaps, the easy solution from a programming point of view is to remove the leap. And I don’t want that. That’s where I stand, I hope that’s clear.

Tin Foil Hat Hearer »—> Ranger Extraordinaire »—> “Be like water…”

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Posted by: Dahkeus.8243

Dahkeus.8243

Yea, I’be brought this up twice on the thread. This is one of the big reasons I re-rolled. I know they have a lot to respond to, but this has been an issue since day 1.

I mean, I guess I shouldn’t be surprised, but it’s kinda frustrating since ANet has become so open on balance changes recently, yet still hasn’t addressed this.

Do you not acknowledge that many in the community like the sword? We’re not all 100% on board to want to change it. I think it works to be honest. It sucks to learn but you can.

I acknowledge this, but, after following these forums and playing the game since release, I have found that these people are mostly in the minority and primarily argue for it on the basis of preferring difficult gameplay.

I’m all for difficult gameplay, but I think it can be accomplished without clunky mechanics that provide unnecessary hindrances.

Difficulty for the sake of difficulty is not why I want it to retain it’s current functionality. I want to keep the leap because of pvp. Unless they can change the engine such that dodges break leaps, the easy solution from a programming point of view is to remove the leap. And I don’t want that. That’s where I stand, I hope that’s clear.

Who says anything about getting rid of the leap? I just want to be able to break the animation for a dodge.

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Posted by: OGDeadHead.8326

OGDeadHead.8326

Who says anything about getting rid of the leap? I just want to be able to break the animation for a dodge.

This.
It really is this simple. People playing the L2P card and thinking that by proposing this change we want to change sword#1 are seriously mistaken and ignorant.
I love sword#1, all I want is for dodge to be able to override it anytime. I can’t see any rangers not wanting this.

Win10 pro | Xeon 5650 @ 4 GHz | R9 280x toxic | 24 Gig Ram | Process Lasso user

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Posted by: KazNaka.4718

KazNaka.4718

I want to add that axe #5 should also be able to override the chain because it is such an important skill, similar to how a warrior’s ww atk can override hundred blades.

ANet, just make the game more responsive and better for everyone!

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Posted by: KazNaka.4718

KazNaka.4718

By the way, what makes you assume it’s a priority for ANET to redesign how dodges and leaps interact? What makes you believe this is a trivial problem to solve? Literally a bunch of know it alls in here. “Who said anything about removing the leap”. You guys did. Because that’s the easiest solution. But logic is so hard for you all to follow, I know. Thinking is hard. facepalm

Exactly. We need an actual response from ANet. Otherwise we’d have to keep assuming and suggesting. I don’t pretend to be a know-it-all, but I know what’s good and what’s bad. All I can do is suggest a change and point out where the problem lies. Is it not correct to assume we want this game to be more responsive? I wish ANet would say something about this issue :s

(edited by KazNaka.4718)

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Posted by: JohnRandom.1935

JohnRandom.1935

Another Problem with the Sword #1 Chain is, that you leap, even if you don’t have a target. It happens to me in WvW a lot, but it is really a problem everywhere. I deactivated auto-targetting in order to work with the zone of hitting in front of my ranger rather than selecting a target. This works great the with the GS, as long as you hit something, the chain continues. BUT, doing so with the sword makes you leap on every third hit. You basically just leap away from the zone you want to deal damage into. And even worse, try doing that near a ledge. There is pretty much a 50/50 chance to leap off that ledge!

It’s not even sure where the leap will be going to, when you have no target. So just not facing the ledge sometimes doesn’t help. Even if you select a target and it dies on the second strike of the chain you will leap on the third. It brings you out of position, it makes you fall down a ledge and doesn’t even make sense in any way.

So, in my eyes the sword #1 is broken, even if you can manage to control all the side effects of rooting and timing issues it has. It’s simply a no fun weapon.

(edited by JohnRandom.1935)

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Posted by: thefantasticg.3984

thefantasticg.3984

Kaz, I have to disagree with you the highest degree. Sword rooting is not a serious problem. The god kitten pet AI is a serious problem. The Sword you DO NOT HAVE TO USE. WE ALL HAVE TO USE THE PET! That alone puts it many levels above the sword in “serious problem” area for Rangers. So please, you can learn to play around the sword root problem but you can’t learn to play around the kitten pet.

And yes, I think the sword is great fun. It’s fun timing my dodges before attacks are coming. Of course, if you don’t think that is fun then of course you are not going to like the sword.

RNG is a bell curve. Better hope you’re on the right side.

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Posted by: OGDeadHead.8326

OGDeadHead.8326

what makes you assume it’s a priority for ANET to redesign how dodges and leaps interact?

Apparently it isn’t, what does that have to do with this request? If it isn’t a priority (which none of us here knows anything about), we should simply stop requesting it?

Thing is, by swapping weapons you can instantly break the animation of sword#1, which to me suggest that this isn’t really an issue because of the animation itself. Beacuse of this, I really see no reason why dodge wouldn’t allow the same thing.

“Who said anything about removing the leap”. You guys did.

Not sure who you’re referring to here, but by the way you say this it would seem you think everyone that wants to be able to override the animation chain with a dodge also wants to remove the leap. If that’s the case, you’re wrong.

But logic is so hard for you all to follow, I know. Thinking is hard. facepalm

Yeah right.

Win10 pro | Xeon 5650 @ 4 GHz | R9 280x toxic | 24 Gig Ram | Process Lasso user

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Posted by: KazNaka.4718

KazNaka.4718

Kaz, I have to disagree with you the highest degree. Sword rooting is not a serious problem. The god kitten pet AI is a serious problem. The Sword you DO NOT HAVE TO USE. WE ALL HAVE TO USE THE PET! That alone puts it many levels above the sword in “serious problem” area for Rangers. So please, you can learn to play around the sword root problem but you can’t learn to play around the kitten pet.

And yes, I think the sword is great fun. It’s fun timing my dodges before attacks are coming. Of course, if you don’t think that is fun then of course you are not going to like the sword.

Bro, please don’t take out your frustration on pet problems out on this thread, thanks. In an ideal world, both problems SHOULD be able to be fixed by ANet. I agree, “timing dodges before attacks” is fun; however, it is NOT fun when you cannot responsively time your dodges.

You seriously never had those moments where you’re stuck in the middle of a kick or leap animation and can’t do anything other than take a hit? The problem is the sword auto spams these animations. Have you tried fighting Lupicus with a sword? Yes, it takes “great skill” to use the sword; however, it still feels CLUNKY and needs some fixing. I don’t know how, but it needs fixing.