Is Roll for Ini Bugged?
I love this skill, but as a stunbreaker/immobilize breaker it is terrible, you pop the ability, first there is a delay, then the character “rolls” backwards but is stuck in place, taking cast time which = distance away. Otherwise I love he ability, but yes it does have these problems.
Edit: I believe it’s a problem with the skill order. It attempts to roll back before it breaks the immobilize, THEN it breaks the immobilize. If the skill was changed so it breaks stuns/immobilizes first, immediately upon activation AND gun rolled back I believe it would be fine.
Guardian-Blueprinted, Warrior- Grizzilli
[JCM] Guild: Ehmry Bay WvW
Some issue with “Withdraw” … at least the dodge effect is still active while you roll on the same spot as you were immobilized.
I’ve been noticing this as well… so +1 to the fire.
Pretty sure this is actually not a bug. Roll for Initiative is a “Stun breaker”. Immobilize is not a stun or disable and is thus not removed. What happens here is that you cast RfI and the animation starts. Mid animation immobilize wears off, allowing your character to move again and your character now finishes the animation, thus rolling back half the distance.
Pretty sure this is actually not a bug. Roll for Initiative is a “Stun breaker”. Immobilize is not a stun or disable and is thus not removed. What happens here is that you cast RfI and the animation starts. Mid animation immobilize wears off, allowing your character to move again and your character now finishes the animation, thus rolling back half the distance.
“Cures immobilise, crippled and chilled.”
Resident Thief
Pretty sure this is actually not a bug. Roll for Initiative is a “Stun breaker”. Immobilize is not a stun or disable and is thus not removed. What happens here is that you cast RfI and the animation starts. Mid animation immobilize wears off, allowing your character to move again and your character now finishes the animation, thus rolling back half the distance.
“Cures immobilise, crippled and chilled.”
Ahahahaha.
It’s the order of the skill effects. It rolls before curing. It needs to cure before roll.
Guardian-Blueprinted, Warrior- Grizzilli
[JCM] Guild: Ehmry Bay WvW
This also happens with SB #3 “Disabling Shot” and ranger’s SB #3 “Quick Shot.”
RFI pales in comparison to Shadowstep when it comes to stun breaking because of this issue.
I also think that Roll for Initiative should leave caltrops when used if you have the Uncatchable trait. It is a dodge after all, isn’t it?
It would make a good combination of trait and skill, creating more survivability options beside the stealth one.
I also think that Roll for Initiative should leave caltrops when used if you have the Uncatchable trait. It is a dodge after all, isn’t it?
It would make a good combination of trait and skill, creating more survivability options beside the stealth one.
But it’s not a dodge.I was hit many times by leap attacks(mainly HS and sometimes Eviscerate) cuz they tend to “chase” me while rolling.
My Ringtones on Zedge >>>C l i c k <<<
I think the issue is a mix of local side simuation and waiting for server authoritative issue.
Here’s probably how “Roll for Initiative” works :
- Player presses button
- Game sends a message to the server
- Player stays rooted because the game client doesn’t really know that RfI removes roots
- Game starts playing the RfI animation without waiting for server confirmation
- Around half the RfI animation displays
- Server confirmation arrives along with the info that he isn’t rooted anymore
- RfI evade back animation continues at the point it was going and so only moves back for half the distance
“Stun break” skills are probably handled client side directly because they are so common. So the game client knows perfectly well what does “Remove Stun” means and doesn’t wait for the server confirmation to put the player back on his/her feet because testers must have complained the skills weren’t reactive.