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

The forum’s glitching. I can’t see page 2

Sword Main-Hand Auto Big Problem in PvE

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Posted by: Dahkeus.8243

Dahkeus.8243

Update

Jon Peters gave an update in the Dec 10th Balance thread and stated that the 1h sword auto-attack mechanics won’t be changing:
https://forum-en.gw2archive.eu/forum/game/gw2/Dec-10th-Balance-Preview/page/26#post3149110

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Posted by: KazNaka.4718

KazNaka.4718

Welp, I guess that’s that. “All movement skills cannot be interrupted by dodging and this is currently intentional.” They want to keep the movement skills, and you can’t use WASD or dodge during said skills.

It’s time to move on then. FYI, ANet, something that’s “fairly common” is not a bad thing because it works and feels right. There is a way to achieve that “unique playstyle” and still make it feel right. One great suggestion is at this thread: https://forum-en.gw2archive.eu/forum/professions/ranger/Sword-Suggestion/first#post3149234

That’s all I’m going to say on that. Looks like I won’t be playing my ranger for a long time to come.

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Posted by: Miflett.3472

Miflett.3472

My response on the other thread:

Jon,

As far as your sword comments, I just disagree with your satisfaction of its performance.

The playstyle can remain, but you need to realize that this is not some skill activation on a 30 cooldown. We’re talking about a super fast auto-attack locking a player out of evades based on where they are in the chain. With your attention to evade mechanics in every dungeon I think this should still be a consideration. I don’t mind the premise, just question its place on an auto-attack.

Leader of Grim Omen [GO]

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Posted by: Quarktastic.1027

Quarktastic.1027

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.

Change the leap to a dash, and allow it to be broken by dodge rolling. I would also argue that Anet should tweak the engine to allow more animations, such as kicks, to be broken by dodge rolling.

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

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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 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.

Change the leap to a dash, and allow it to be broken by dodge rolling. I would also argue that Anet should tweak the engine to allow more animations, such as kicks, to be broken by dodge rolling.

All effects that move the player’s position can not be interrupted by a dodge or “Esc” by design. switching it to another kind of movement won’t change anything.

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Posted by: somsom.5201

somsom.5201

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.

Just like you need to learn to carefully time your non-auto-attack with #1. It isn’t that hard and it gives you MUCH more control over the action.

Sorry, but it’s a total l2p issue(I know you don’t agree).

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Posted by: Quarktastic.1027

Quarktastic.1027

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.

Change the leap to a dash, and allow it to be broken by dodge rolling. I would also argue that Anet should tweak the engine to allow more animations, such as kicks, to be broken by dodge rolling.

All effects that move the player’s position can not be interrupted by a dodge or “Esc” by design. switching it to another kind of movement won’t change anything.

That’s why I said “tweak the engine.” I agree that leaps shouldn’t be broken by dodge rolls, but dashes and kicks should.

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

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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 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.

Change the leap to a dash, and allow it to be broken by dodge rolling. I would also argue that Anet should tweak the engine to allow more animations, such as kicks, to be broken by dodge rolling.

All effects that move the player’s position can not be interrupted by a dodge or “Esc” by design. switching it to another kind of movement won’t change anything.

That’s why I said “tweak the engine.” I agree that leaps shouldn’t be broken by dodge rolls, but dashes and kicks should.

The game doesn’t differentiate between a kick, leap ect. To it, they are all just scripted movements of the character model with an appropriate animation attached to the skill. Some work as leaps while others work as dashes because one has animation data that sends the character up into the air while the other is an animation of them running forward. The game just reads them both as “move forward X units”. Could they change it so that movement can be interrupted by things other than a weapon swap? Probably, but it would likely be a thing that would have to be across the entire game and he doesn’t seem like he thinks it’s a problem worth fixing so they aren’t going to change the entire way character movement in skills work just to ‘fix’ it.

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Posted by: Solandri.9640

Solandri.9640

Welp, I guess that’s that. “All movement skills cannot be interrupted by dodging and this is currently intentional.” They want to keep the movement skills, and you can’t use WASD or dodge during said skills.

The problem isn’t that you can’t dodge during a leap.

The problem is that you can’t dodge after the leap. For about a half to 3/4 sec after the leap, you can move, you can use skills, but you can’t dodge. This is a problem with ranger sword autoattack because that half sec is all you have before the next skill in the chain fires locking you out of dodge again.

https://forum-en.gw2archive.eu/forum/support/bugs/Cannot-dodge-after-a-leap-skill/first#post3140248

Sword Main-Hand Auto Big Problem in PvE

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Posted by: KazNaka.4718

KazNaka.4718

Welp, I guess that’s that. “All movement skills cannot be interrupted by dodging and this is currently intentional.” They want to keep the movement skills, and you can’t use WASD or dodge during said skills.

The problem isn’t that you can’t dodge during a leap.

The problem is that you can’t dodge after the leap. For about a half to 3/4 sec after the leap, you can move, you can use skills, but you can’t dodge. This is a problem with ranger sword autoattack because that half sec is all you have before the next skill in the chain fires locking you out of dodge again.

https://forum-en.gw2archive.eu/forum/support/bugs/Cannot-dodge-after-a-leap-skill/first#post3140248

Yep, I mentioned that. Read the 3rd post of this thread.

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Posted by: Miflett.3472

Miflett.3472

An unbreakable evade on a freaking auto attack chain which takes very little time to complete is a poor design decision. When an auto attack has to be set to off to function even halfway decent, there’s an underlying problem, regardless of how many ‘master’ its inconsistencies.

Rooted evades should stick to activations, not on something like an auto attack.

OR, Why not allow an evade directly after the sword evade?

Leader of Grim Omen [GO]

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Posted by: Chopps.5047

Chopps.5047

This is a great day. Thank you for backing players like me up on this Jon P. Huge props—may you always stick to your guns, because we’re all wrong about stuff from time to time, myself more frequently than I’d like to admit.

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

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Posted by: Skarpa.8203

Skarpa.8203

I wouldn’t mind if I could queue up the dodge to be performed once my current leap attack had finished.
Also have the same issue trying to do a stomp in Kessex whilst bashing away with sword #1. Just have to spam the button until it activates.

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Posted by: Einlanzer.1627

Einlanzer.1627

Jon has some strange ideas on the role of autoattacks from what I’ve seen – specifically that it’s okay for them to be inconsistent, weak, unreliable, or operate like skills with 10 second cooldowns, when it very obviously isn’t. This sole mentality is kitten ing several weapon sets in the game to mediocrity (Mesmer Scepter, Thief Pistol, etc.)

The problem here is that no other weapon any any class in the game forces you to micromanage the autoattack because that’s ridiculous and not the purpose the autoattack is supposed to serve. This is a liability and needs to be fixed. Saying it’s “working as intended” isn’t adequate.

If you think that’s how it should be, then you just need to remove all autoattacks on all weapons and replace them with something stronger, which would require a much greater balancing undertaking than simply fixing the autoattacks to be balanced and work consistently relative to one another.

(edited by Einlanzer.1627)

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Posted by: Kenney.5461

Kenney.5461

All this whine about ranger.. 1h sword #1 roots you to hell, you cant play with it in PvE, LB is not viable, Axe is a mess.. Hey i have a idea buff ranger dmg 100% bla bla bla..
Stop whining on the forum and start play the game instead.. I have played ranger 1000
hours just deal with the problems and adapt or roll another class.. oh wait you dont want to play another class. Oh and here comes down votes.

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Posted by: Chopps.5047

Chopps.5047

Jon P in our balance thread just made an exciting post about this.

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

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Posted by: thefantasticg.3984

thefantasticg.3984

Welp, I guess that’s that. “All movement skills cannot be interrupted by dodging and this is currently intentional.” They want to keep the movement skills, and you can’t use WASD or dodge during said skills.

It’s time to move on then. FYI, ANet, something that’s “fairly common” is not a bad thing because it works and feels right. There is a way to achieve that “unique playstyle” and still make it feel right. One great suggestion is at this thread: https://forum-en.gw2archive.eu/forum/professions/ranger/Sword-Suggestion/first#post3149234

That’s all I’m going to say on that. Looks like I won’t be playing my ranger for a long time to come.

Yup. That’s why I’ve rolled four other toons to choose from. I choose my Guardian most out of the other four. It’s nice having a class mechanic that isn’t broken and WORKS AS INTENDED IN A GOOD WAY. For some reason my Ranger is the only one I manage to pull pres from the Forge though. Just pulled my 7th pre a few weeks ago (7th one in less than 10 months)… That’s why as much as I want to I’ll never be able to delete my ranger

Sadly, the other four toons just aren’t as much fun to play as the Ranger. If they were you’d never see me on this forum again because I’d be busy playing (or riding my motorcycle or photographifying shizzit)… As a matter of fact, only reason why I’m on right now is because I’m stuck on a boat for a couple of more weeks before I can play again.

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