Unrelenting Assault procs confusion 7x ?
AFAIK, Unrelenting Assault seems to act like it’s doing 7 different skills to continually shadowstep to an enemy and attack. Think of it activating Steal 7 times in a row, for example.
It seems like it’s intended or just a limitation of the engine.
Other similar skills have been adjusted to fix this interaction in the past.
It’s the same mechanic that procs the might each attack as well. I’ll live with the confusion.
80 Necromancer (IRNY), 80 Guardian (IRNY)
GW2: it’s like DAoC, but for the WoW crowd.
It’s the same mechanic that procs the might each attack as well. I’ll live with the confusion.
I don’t think so, since similar multi-hit skills where each hit creates an effect only proc Confusion once. Necromancer has the most of these (conditions, life force, healing, etc.), but none of their skills proc Confusion more than once.
I’d say it’s definitely a bug.
It’s the same mechanic that procs the might each attack as well. I’ll live with the confusion.
Except you only get might if you hit something, but the confusion is always there and you cant cancel the animation.
Whenever descreption lists damage as hit per attack and not damage combined (i.e. 2000 (x6) ), it procs damage with each hit.
That’s the reason why Confusion has been so strong against Revenants since beginning and it’s always been like this. Intended.
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Whenever descreption lists damage as hit per attack and not damage combined (i.e. 2000 (x6) ), it procs damage with each hit.
My quick experimentation with hundred blades & ghastly claws disagrees with your statement.
I guess its a result of the way its coded. And if they cant fix it+breaking on stealth unlike every other channeled ability (that are supposed to counter stealth) they most likely have to make it single target.
Atm UA proc confusion 8 times. First proc happen on skill activation btw
Playing Smite since mid s2, f broken gw2.
(edited by Burtnik.5218)
Whenever descreption lists damage as hit per attack and not damage combined (i.e. 2000 (x6) ), it procs damage with each hit.
That’s the reason why Confusion has been so strong against Revenants since beginning and it’s always been like this. Intended.
Nightfall on Reaper Greatsword only procs it once.
There’s always been a balancing issue between smaller multi hit skill’s and utilities vs the high damage modifier single hits. The single hits have always been strongest when you factor in retal and confusion.
I cant find the offical statement but is not a bug, is intended, a bit of a counter to the skill itself, so you gotta be careful when you use it
Wat r u, casul?
It must be bug, Elementalist Scepter 3 was like that when you activated it procced confusion several time, they fixed now it only does once.
For Rev, I created a thread about this during BETA weeks, no reaction no acknowledgement no denial, nothing.
So nobody knows it is intended or bug.
It is specially bad against PU condi mesmers, when I see them, I turn away and go somewhere else.
There’s always been a balancing issue between smaller multi hit skill’s and utilities vs the high damage modifier single hits. The single hits have always been strongest when you factor in retal and confusion.
Rapid fire proc confusion olny one time. So does hb, whirl wrath, volley and any other channeled stuff really. They also dont break on stealth bc channeled skills were supposed to be a counter to mindless stealth. It goes against game desing as seen here;
“If an enemy is channeling an attack on a player that goes into stealth, it will often continue to do so until the channeling ends or the player moves far enough away.”
https://wiki.guildwars2.com/wiki/Stealth
Never experienced that “moves far enough” part tho
Playing Smite since mid s2, f broken gw2.
It goes against game desing as seen here;
“If an enemy is channeling an attack on a player that goes into stealth, it will often continue to do so until the channeling ends or the player moves far enough away.”
https://wiki.guildwars2.com/wiki/Stealth
Never experienced that “moves far enough” part tho
cough often cough
Wat r u, casul?
It goes against game desing as seen here;
“If an enemy is channeling an attack on a player that goes into stealth, it will often continue to do so until the channeling ends or the player moves far enough away.”
https://wiki.guildwars2.com/wiki/Stealth
Never experienced that “moves far enough” part tho
cough often cough
Well feel free to show me which channeled ability breaks on stealth/trigger more than once confusion outside of ua.
Playing Smite since mid s2, f broken gw2.
I’m guessing the reason UA counts as 7 separate attacks rather than a long channel is mainly because they didn’t want to lock players into hitting a bunch of nothing if an enemy dies partway through the attack. May be easier to make the game stop an individual chain of attacks if the last one doesn’t hit (just like an auto-attack chain) rather than trying to get the game to stop a channel halfway through.
Is it just me that thinks it is a theme thing? Like, you actually appear and perform a separate hit physically, not part of some beam or whatever.
Whenever descreption lists damage as hit per attack and not damage combined (i.e. 2000 (x6) ), it procs damage with each hit.
That’s the reason why Confusion has been so strong against Revenants since beginning and it’s always been like this. Intended.
Except you wouldn’t be biased, right?
Does anything in game proc 6-7 of any condi in one button press?
Whenever descreption lists damage as hit per attack and not damage combined (i.e. 2000 (x6) ), it procs damage with each hit.
That’s the reason why Confusion has been so strong against Revenants since beginning and it’s always been like this. Intended.
Except you wouldn’t be biased, right?
Does anything in game proc 6-7 of any condi in one button press?
Hundred Bladed (Only Twice, though)
Unload
Poison Dart Volley
Are the only ones that come to mind. Should be noted that, far as I know, this only goes for Channeled Skills that does not summon an Object which does the damage. (Such as Meteor Rain isn’t affected by this, AFAIK).
Thief – Duelist | Ranger – Strider | Engineer – Technician |
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I think the main problem is that you people are considering this a standard channeled ability, which is not. UA requires a target for each hit, otherwise it breaks: where would you teleport to if you havent a target? So even if you press 1 button it is actually a trigger for 7 separated attacks that will count as 7 skill activations, and that’s also the same reason why we cannot break out of it once cast: is not one long skill (like 100b), is a chain of 7.
That’s why it is fine to be affected 7 times by confusion, and mind you that I’m maining a rev, so is not that i’m trying to nerf them or what.
I’m totally fine with this, and even if it would possible to avoid this with some trick in the skill script, I’m against it. UA is pretty strong, has a long evade in good damage and generates might. It has very few counters, let confusion be one of those.
Wat r u, casul?