Sword Rework (keeps current functions)
Unnecessary imo, the only thing that needs changed for this to be an absurdly useful weapon is just removing the animation lock on AA. It’s suicidal to use due to not being able to dodge mid AA
Unnecessary imo, the only thing that needs changed for this to be an absurdly useful weapon is just removing the animation lock on AA. It’s suicidal to use due to not being able to dodge mid AA
I put it in another thread. Removing the lock will remove the leap. Sword is unique on rangers because it shortens the gap with its target automatically with #2 and #3.
I don’t care for the leap myself, but we need to agree on what we lose to have a working sword AA.
Unnecessary imo, the only thing that needs changed for this to be an absurdly useful weapon is just removing the animation lock on AA. It’s suicidal to use due to not being able to dodge mid AA
I put it in another thread. Removing the lock will remove the leap. Sword is unique on rangers because it shortens the gap with its target automatically with #2 and #3.
I don’t care for the leap myself, but we need to agree on what we lose to have a working sword AA.
Right. Remove the leap and call it a day.
Leap doesnt always seem to work right anyway.
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry
Leap doesnt always seem to work right anyway.
Like when you don’t have a target selected and start pulling off some anime inspired sword skills?
You know the kind where the screen goes black and all you see is sword flashes going ‘pling plang plink’ and the screen comes back on and 10 enemies fall over dead!?
I’d like to see the sword AA animations become range dependent. That is, if you’re already in range for the second and third attack in the chain to hit, the animation doesn’t have/use a leap component. If you aren’t in range for the attack to hit by itself, the animation does have a leap. Do that and make the dodge cancel AA so you don’t leap right back in and I think the AA will be perfect.
The #2 skill could benefit from being range sensitive as well. Leap toward the target and put the skill on cooldown if you use it from far away and keep it the way it is if you use it in melee range of your target.
Unnecessary imo, the only thing that needs changed for this to be an absurdly useful weapon is just removing the animation lock on AA. It’s suicidal to use due to not being able to dodge mid AA
I put it in another thread. Removing the lock will remove the leap. Sword is unique on rangers because it shortens the gap with its target automatically with #2 and #3.
I don’t care for the leap myself, but we need to agree on what we lose to have a working sword AA.
Right. Remove the leap and call it a day.
No thank you. That would nerf a very useful attack for skillful WvW/PvP players. Allow dodge to take priority in the attack que to interrupt the autoattack sequence. That would solve the ‘rooting’ problem.
Unnecessary imo, the only thing that needs changed for this to be an absurdly useful weapon is just removing the animation lock on AA. It’s suicidal to use due to not being able to dodge mid AA
I put it in another thread. Removing the lock will remove the leap. Sword is unique on rangers because it shortens the gap with its target automatically with #2 and #3.
I don’t care for the leap myself, but we need to agree on what we lose to have a working sword AA.
Right. Remove the leap and call it a day.
No thank you. That would nerf a very useful attack for skillful WvW/PvP players. Allow dodge to take priority in the attack que to interrupt the autoattack sequence. That would solve the ‘rooting’ problem.
#1: Your asking for something that likely isn’t possible.
#2: How is pushing one to auto-stick to your opponent skillful?
#3: Turning auto off to make an attack work at a direct DPS loss because of a failed mechanic is asinine.
The chain has a cripple… increase the cripple duration and you have them snared the whole chain. That should be enough for a ‘skilled’ pvper to stick on a target considering no other melee in the game needs a leap on their primary attack to win…
This is not unique to rangers, no class can dodge out of leap skills, to the best of my knowledge.
What is unique to rangers is that the “leap state” in the sword AA chain lasts quite a bit longer than the actual attack, so even if you have AA off and spam dodge during one of the leaps, the leap is long over before you’re able to dodge. I might even say that’s actually a bug, it certainly doesn’t look intended.
Auto attack needs a condition not the silly remove bleeding nonsense or give might. I personally think sword 2 should be reversed. You leap to the target then if you choose to you can evade back. Sword 3 just needs to actually land when its supposed to land. Not to sure about poison either its kinda underwhelming to me. Poison can’t stack is always a low duration and has a low dmg tick. It’s usually worn off before anybody heals anyways and doesn’t reduce healing enough.
Leap doesnt always seem to work right anyway.
Like when you don’t have a target selected and start pulling off some anime inspired sword skills?
You know the kind where the screen goes black and all you see is sword flashes going ‘pling plang plink’ and the screen comes back on and 10 enemies fall over dead!?
Kind of but not just because i lost target. Probably its because they moved and the jump didnt take me where they are now… so I have to do the kitten animation anyway glued in spot though they are out of range.
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry