Broken Stealth
You don’t have to click a character/enemy to attack them, just press 1 or an attack skill icon and the game will auto-target.
You don’t have to click a character/enemy to attack them, just press 1 or an attack skill icon and the game will auto-target.
For one, doesn’t work when you can’t see the target. For two, turned that “feature” off a long time ago and it shouldn’t be a requirement to deal with a latency issue.
I know what you are talking about and while it is annoying you actually can easily see the location where the Thief left stealth.
When you see smoke clouds thats where the he is.
Same with mesmer, just look for the purple haze and you know the real one.
Not to mention if you are targeted with a channeled spell before entering stealth, you get hit by the entire duration, which sometimes is the entirety of the stealth time.
I’ve seen players summoned minions continuously attack me the entire time i was in a 8 second stealth. Just kept casting fireballs.
Things not rendering properly doesn’t just affect stealth for thieves.
Trying to deal with certain skelks is a huge pain because they go in and out of stealth so often. They make the “poof” effect that means they’re coming out of stealth, but it takes 2-3 seconds before they finally render on the screen. They can be damaged before then (and damage you), but cannot be targeted. The worst part is how you only have a second to get in damage before they go back into stealth again.
I think this delay is also happening when enemies are respawning. More than just a few times, I’ve had an enemy respawn next to me already within a split second of finishing the cast of a skill, which implies they’ve respawned and been there long enough to agro me and start a skill cast before rendering on the screen.
Rendering in this game needs work in general. There are a lot of events that feature so many enemies that the game doesn’t render them all. One event stands out to me, which is the event in the Norn starter area where Ice Wurms attack a nearby lodge. There are always huge delays in things being rendered in that event.
I thought there was just a cap on the amount of things that could be rendered around you at any given time for performance reasons, but there don’t seem to be any options for it. Maybe it’s a bug?