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Well that was fast

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Posted by: DoctorSol PHD.3529

DoctorSol PHD.3529

If they can fix the LB fury bug that fast why don’t they do anything to the busted pet mechanic?

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Posted by: Sina.9208

Sina.9208

Or the sword animation rooting..

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Posted by: Boomstin.3460

Boomstin.3460

No time to big fix ranger bugs when there’s a warrior and guardian to fine tune and polish.

All is vain.

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Posted by: solrik.6028

solrik.6028

1, the pet mechanic is not a bug, it’s a simple pathfinding variable which can’t be increased because it would create lag on the server.

2, the sword rooting is intentional if you haven’t noticed. Not being able to interrupt it with dodge or others skills is the bug.

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Posted by: Zorby.8236

Zorby.8236

Not being able to interrupt it with dodge or others skills is the bug.

No, that is the intended part. A leap is uninterruptable by design. There is no bug with sword 1, it is like Jon said, it works like intended. That’s not to say that putting 2 leaps in the auto chain isn’t kittened though…

And you can interrupt it. Using any off-hand skill will sneak that skill into the queue and allow you to dodge. And the games ultimate hard interrupt weapon swap will even interrupt mid-leap.

~This is the internet, my (or your) opinion doesn’t matter~

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Posted by: OGDeadHead.8326

OGDeadHead.8326

1, the pet mechanic is not a bug, it’s a simple pathfinding variable which can’t be increased because it would create lag on the server.

2, the sword rooting is intentional if you haven’t noticed. Not being able to interrupt it with dodge or others skills is the bug.

1. Possibly, they could perhaps create some sort of workaround. Increase attack range maybe?

2. Agree. Right now the only way to interrupt the chain is by swapping weapons. Give dodge the same priority as a weapon swap – issue solved.

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

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Posted by: solrik.6028

solrik.6028

A leap is uninterruptable by design.

That alone shows that they didn’t think it through.
In a game like this, the best option would be to make an interface for each type of skill and let the skills inherit from the interfaces.

That way, the only change needed to make a leap interruptable would be to change the “interruptable” variable to ‘true’.

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Posted by: Sina.9208

Sina.9208

“2. Agree. Right now the only way to interrupt the chain is by swapping weapons. Give dodge the same priority as a weapon swap – issue solved.”

No it wouldn’t be solved entirely, we would still have an average half second delay on our dodges, still not satisfactory in a game that could be called Dodge Wars. The current workaround with auto off+ button mashing gives me the same thing you described just with more hassle.

(edited by Sina.9208)

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Posted by: Holland.9351

Holland.9351

hidden message revealed:

2. Agree. Right now the only way to interrupt the chain is by swapping weapons. Give dodge the same priority as a weapon swap – issue solved.

No it wouldn’t be solved entirely, we would still have an average half second delay on our dodges, still not satisfactory in a game that could be called Dodge Wars. The current workaround with auto off+ button mashing gives me the same thing you described just with more hassle.

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Posted by: The Spiral King.2483

The Spiral King.2483

Wasn’t there a thread a while back that showed a pet under the effect of Moa Morph was actually able to reliably hit moving enemies? It was because the basic attack was actually a 130 range lunge. Why the hell do they not just do that for pet attacks? If we are going to be forced to use our pet always, and our pet always being up is factored into our overall dps, then the pet needs to be able to reliably hit targets.

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Posted by: NargofWoV.4267

NargofWoV.4267

Wasn’t there a thread a while back that showed a pet under the effect of Moa Morph was actually able to reliably hit moving enemies? It was because the basic attack was actually a 130 range lunge. Why the hell do they not just do that for pet attacks? If we are going to be forced to use our pet always, and our pet always being up is factored into our overall dps, then the pet needs to be able to reliably hit targets.

My guess, it would fly counter to the designers intentions on having a game that is twitch based. It would be hard to have a twitch based game with guaranteed hits. Don’t get me wrong, I think pet hits on moving targets should have a much higher success rate than the current mechanic.

Narg, Ranger JQ
Heavy Halo, Warrior JQ

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Posted by: Vaxx.3178

Vaxx.3178

Wasn’t there a thread a while back that showed a pet under the effect of Moa Morph was actually able to reliably hit moving enemies? It was because the basic attack was actually a 130 range lunge. Why the hell do they not just do that for pet attacks? If we are going to be forced to use our pet always, and our pet always being up is factored into our overall dps, then the pet needs to be able to reliably hit targets.

My guess, it would fly counter to the designers intentions on having a game that is twitch based. It would be hard to have a twitch based game with guaranteed hits. Don’t get me wrong, I think pet hits on moving targets should have a much higher success rate than the current mechanic.

Guaranteed hits? Sure if the person under attack by a pet didn’t dodge/block/mistform/stealth etc. etc. just like they do with a human player.

That excuse is tired and old, and the design is just bad.

They said if they changed the Ranger pet, it would change all the AI in game (like every wolf). So what? What is the problem with that? So people could actually get HIT running through a group of 4 legged animals that SHOULD be faster than them anyway. And Ranger pets (sans ranged ones) would not be rendered almost useless by another player “moving”.

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Posted by: ChillyChinaman.6057

ChillyChinaman.6057

Wasn’t there a thread a while back that showed a pet under the effect of Moa Morph was actually able to reliably hit moving enemies? It was because the basic attack was actually a 130 range lunge. Why the hell do they not just do that for pet attacks? If we are going to be forced to use our pet always, and our pet always being up is factored into our overall dps, then the pet needs to be able to reliably hit targets.

Like 1H sword, it all comes down to one thing. Moa Form attacks are all 250 range, pseudo-leaps. The problem with the 1H sword is that the 2 leaps are 400+ units leading to a longer jump and thus longer “stuck” period.

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Posted by: Prysin.8542

Prysin.8542

Or the sword animation rooting..

because A: the crappy pet AI is linked to ALL AI’S IN THE GAME. Which has been stated more then a few times by Anet employees
B: The sword AA is INTENTIONAL. It was MEANT to be that way. Thus, deal with it, use it or use something else instead.

Lv 80 Guard, Ranger, Ele, Thief, warr, engi
Currently @ some T1 server in EU

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Posted by: DeadlySynz.3471

DeadlySynz.3471

Agreed,

IMO, as a simple bandaid fix, give the pet a wider damage arc so they are guaranteed to hit whatever they are swiping at, done, pet missing all the time fixed.

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Posted by: Solandri.9640

Solandri.9640

Not being able to interrupt it with dodge or others skills is the bug.

No, that is the intended part. A leap is uninterruptable by design. There is no bug with sword 1, it is like Jon said, it works like intended.

There is a bug with sword 1. You cannot dodge after the leap.

Try it for yourself. Use swoop as an example since it’s easier to leap with it than sword autoattack. Immediately after the swoop finishes, hit your dodge key. Your character will just stand there.

Now swoop again, and quickly tap a movement key and dodge key. Your character will dodge.

For some reason, I’m guessing some override for smooth animation, the game prevents you from dodging for about a half to 3/4 sec after a leap. Unfortunately 2 of the 3 attacks on sword autoattack are leaps, leaving you a very small window on the remaining attack during which you can dodge. (And even if you do it’s rather pointless with autoattack on since the next attack will just leap you right back to where you were.) Moving seems to override this lockout, allowing you to dodge normally.

The bug exists for most of the leap skills I tested across multiple classes. It just affects ranger sword the most since more than 2/3rds of your time is spent leaping or in this dodge lockout state.

(edited by Solandri.9640)

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Posted by: Fomby.4295

Fomby.4295

Took 1 day to fix the fury bug (nerf), took 1 year to fix traited signet of the wild. (Buff)

Maguuma [PYRO]
Kal Snow – Norn Guardian

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Posted by: Sina.9208

Sina.9208

Let’s say that I accept that this “leaps uninterruptable thing” is intentional. Why is my character leaping when I’m standing almost inside the mob then? I guess a simple solution for this would be the ranger not leaping below a certain distance :-)

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Posted by: Miflett.3472

Miflett.3472

Let’s say that I accept that this “leaps uninterruptable thing” is intentional. Why is my character leaping when I’m standing almost inside the mob then? I guess a simple solution for this would be the ranger not leaping below a certain distance :-)

Yea, it’d also help not having to forgo its use entirely when you have to worry with leaping off cliffs in tight spaces.

His stance:

Some ranger discussion.

Natural Vigor
Starting here because I think it requires the most discussion. This, simply put, was a wildly overpowered trait. I tell people not to compare one profession to another, but Engineer has this trait as a major grandmaster. It was simply too easy to put 5 points in this line and then be able to dodge every 6.67 seconds. As it stands after the change this still allows you to splash 5 points and dodge every 8 seconds. I don’t think this will ruin survivability, and I think by buff other traits further down this line it will encourge rangers who are looking to survive to go further into this trait line.

Spirits Unbound and Nature’s Voice
I think the biggest change of moving spirits unbound is it allows you to take this trait along with Nature’s Voice. Internally we have done some testing where you bring stone spirit, guard, and then still have a open third utility slot to make some truly good support ranger builds. Spirits have always had that feel and I think this brings that to the forefront.

Power Rangers
No pun intended. As many have said these guys are in an interesting position. In some ways they can be very strong, but everytime I play my ranger this way it feel like it comes up a little bit short. I think this is because they are lacking a few things as either additional tools for greatsword or as utilities. Signets are the somewhat obvious utility choice but their effect is too varied to run a strong full signet build here. Conversely all traits associated with signets tend to increase in power the more you bring. What signets need is a good trait that synergizes with bringing a single signet, like Nature’s Voice does for shouts. This would let you bring maybe one or two signets and suppliment them with something else. One idea we talked about for Greatsword would be to take the evade off of the 3rd attack of the auto-chain and put it on swoop. This would give you a second on-demand defensive skill and instead we put something less timing based (for example a whirl finisher) on that third attack to empower it.

Main-hand sword
I just want to clarify for good that main hand sword is currently working as intended. All movement skills cannot be interrupted by dodging and this is currently intentional. It has a very specific play style, and I would like it to remain. I understand that rangers want a one handed melee option that is more mobile, but that will have to wait, as I know there are a mix of players who also like how this weapon plays and I do not want to take away one of the more unique playstyles that we have and replace it with something that is fairly common.

Thanks,

Jon

Leader of Grim Omen [GO]

(edited by Miflett.3472)