http://www.youtube.com/user/randomfightfan/videos?view=0&flow=grid
Put a .2s cd on shadowstep's shadow return!
http://www.youtube.com/user/randomfightfan/videos?view=0&flow=grid
I have to agree with this, it would be a nice buffer for when i accidentally hit shadow step twice when im in a tough fight and my adrenaline is going.
>hit shadow step twice ….
some bad habit… hmmm …. 22222222222222
>hit shadow step twice ….
some bad habit… hmmm …. 22222222222222
ahahaha this!!!
(funny)
Had a lot of fun last night. for a single PvP bout I decided to use 22222 exclusively and always with haste. I had an AWESOME amount of trash talk coming my way, it was fantastic.
Had a lot of fun last night. for a single PvP bout I decided to use 22222 exclusively and always with haste. I had an AWESOME amount of trash talk coming my way, it was fantastic.
Did you actually kill anyone with that though? lol
main reason why this is a problem is because you use it when you need to get out and fast (think annoying war bulls charge or shield charge or immobilize thing into haste). When those moments happen the small delay before it casts can seem like an eternity so you press it again hoping it will cast this time…
then you blink right back into place and die for it…
http://www.youtube.com/user/randomfightfan/videos?view=0&flow=grid
This can be indirectly resolved if ANet allowed us to disable skill queuing, something that people have been requesting since the BWEs.
Had a lot of fun last night. for a single PvP bout I decided to use 22222 exclusively and always with haste. I had an AWESOME amount of trash talk coming my way, it was fantastic.
Did you actually kill anyone with that though? lol
Spamming Sword 2 actually does kill people but indirectly. If you are playing 2v2, and both of you target one person. That one person will have a rly tough time escaping the immobilize, giving your ally all the chances he need to kick his kitten
GL – “The Afternoon’s Watch” [OATH]
Had a lot of fun last night. for a single PvP bout I decided to use 22222 exclusively and always with haste. I had an AWESOME amount of trash talk coming my way, it was fantastic.
Did you actually kill anyone with that though? lol
Spamming Sword 2 actually does kill people but indirectly. If you are playing 2v2, and both of you target one person. That one person will have a rly tough time escaping the immobilize, giving your ally all the chances he need to kick his kitten
I’m pretty sure he’s referring to dagger here though. Not sword lol
Too many times it has gotten me killed because of having a slight delay in casting so I click to cast it again then it insta casts me away and back into the suicide position. This has got to change. I guess at least the immobilize or stun or kd or w/e got cleansed when I went back to die :P
Hmm, I was debating this with my brother the other day and I am still undecided about this.
I agree that it should have delay, but in an aggresive playstyle, I disagree, since you would not want that delay in many occasions.
But if the delay is voted in, I wouldn’t mind it at all, I just need to accomodate the change.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
I’m also of the opinion that a hard-coded delay would be a horrible way to handle this.
There are many situations where it’s beneficial to break stun using shadow return and then infil back in immediately as soon as possible. Adding any hard coded delay goes against the fast paced, unrestrictive playstyle enabled by the initiative mechanic, which is by far the number 1 reason why I main a Thief.
Half of this is a core game mechanic issue (skill queuing, where pressing infiltrator strike once and then again during its brief animation will trigger shadow return as soon as it finishes) and the other half is a playstyle issue (shadow return is instant cast, so you only ever need to press it once, any delay you see is either server, network or client lag, and not something that pressing again will help with). We should be focusing on fixing these two issues directly, not needlessly encumbering the initiative system by adding in delays.
(edited by Kaon.7192)
I’m also of the opinion that a hard-coded delay would be a horrible way to handle this.
There are many situations where it’s beneficial to break stun using shadow return and then infil back in immediately as soon as possible. Adding any hard coded delay goes against the fast paced, unrestrictive playstyle enabled by the initiative mechanic, which is by far the number 1 reason why I main a Thief.
why would you use shadowstep to blink AWAY if all you’re using it for is to break the stun? The immediate blink back would be a horrid waste of the skill in that sense. Just blink onto the spot and leave the return there and ready if you need it. The NOT using it immediately after just gave you access to another breakstun and 3 condition cleanses.
The ONLY time the immediate blink back is good is when you’re just using it to cleanse the conditions. There is no other time, ever, where it’s good. Even then though, a .2s delay won’t hurt you much if at all.
If your read my initial post you’ll see that the reason why I want this implemented is to help the player despite client lag. You shouldn’t be punished because the game can’t react as fast as you can. Also, neither shadowstep nor shadow return use initiative because I’m talking about the utility skill. If I was talking about infiltrator’s strike I would have said infiltrator’s strike.
http://www.youtube.com/user/randomfightfan/videos?view=0&flow=grid
(edited by randomfightfan.4091)
Never mind, ignore my last post then. I thought this was about Infiltrator Strike for some reason lol.
In the case of Shadowstep the utility skill, both components are instant cast, so as you said there is only 1 reason to ever press it twice, which is for the emergency condition removal. However in my opinion, you’re down playing the importance of this scenario. The most common scenario where any decent Thief would actually use Shadowstep for condition removal is when another tick would likely kill them. And any delay added there could be the difference between 0 vs 1 more tick.
Pressing twice in other situations is just a bad instinctual reaction to lag, and is never beneficial, so this is a non-problem if players just realize pressing twice won’t help and simply train themselves to stop doing it. They’re not being punished because the game can’t react as fast as they do, but rather for the act of pressing twice in reaction.
(edited by Kaon.7192)
usually a good thief will have other means to cleanse conditions instead of having to blow a 50s cd, stunbreaking, mobility skill, to do nothing but make an easy target and die. Most good thieves will have at least 10 points into SA so if they need that emergency condi removal, they’ll go stealth and cleanse it without wasting one of your most important utilites.
Most good thieves also won’t allow themselves to get so low that an added tick of conditions will kill them. In a pve or wvw situation, many good thieves will use the shadowstep to some far away target, cnd to clear a condi instantly (another right b4 exiting stealth), then get away solid or pop back into the fight and have some fun while keeping the return up in case more conditions come or you need to break a stun. Using the double tap just feels like a waste.
I understand your opinion completely and it is very valid, it’s just my opinion that a .2s delay would save many more lives than it would get killed.
http://www.youtube.com/user/randomfightfan/videos?view=0&flow=grid
There’s just no point adding a 0.2 second delay. Just don’t hit it twice ;/
The condition you are removing isn’t necessarily damage. If you were immobilized and rooted you can’t CnD both conditions off and shadowsteping next to him to CnD won’t be as beneficial as a double use on top of yourself assuming you are already in melee range.
I use fast cast ground targetting so sometimes you use it once and it doesn’t go off, you just assume you casted out of range so you cast it again. That instantly messes you over. THAT is the most common circumstance where I find the .2s delay would be a lifesaver. Also .2s is negligible most of the time but .1s might be better for people like you who don’t want to be slowed down and have perfect internets. That way you don’t get slowed down and I don’t get auto-boned.
http://www.youtube.com/user/randomfightfan/videos?view=0&flow=grid
I use fast cast ground targetting so sometimes you use it once and it doesn’t go off, you just assume you casted out of range so you cast it again. That instantly messes you over. THAT is the most common circumstance where I find the .2s delay would be a lifesaver. Also .2s is negligible most of the time but .1s might be better for people like you who don’t want to be slowed down and have perfect internets. That way you don’t get slowed down and I don’t get auto-boned.
I concur. That’s my exact issue.
Oh, I didnt shadowstep, must have been out of range. (Too many effects, too many attacks on screen, cant be asked to look at red text all the time).
yeah, i’ve been spvping on my thief a lot lately, and half of the time i end up wasting shadowstep because of the lack of a delay
Notalkingplz (PvE/Spvp) – Guardian
Rough Trade (PvE)/Urok Ashpaw (Spvp) – Engineer