(Suggestion) Headshot on Interrupt

(Suggestion) Headshot on Interrupt

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Posted by: Jumper.9482

Jumper.9482

So, yes, it was incredibly cheesy how previously you could spam 4 11 4 11 4 11 completely locking down most classes.

However, as it stands now, Headshot is vastly inferior in situations where Shadow Shot can be used in its place where they were previously similar and actually required fast-paced critical thinking.

My suggestion? Increase the amount of time dazed to the original amount only when interrupting an enemy. Or add a fixed amount of damage or confusion on interrupt. This discourages the previous ‘411’ spam while still rewarding the player for properly using the skill.

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Posted by: Cynz.9437

Cynz.9437

^^this

or reduce ini costs
or even return ini used for headshot if it actually interrupted a skill

All is Vain~
[Teef] guild :>

(edited by Cynz.9437)

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Posted by: Incurafy.6329

Incurafy.6329

Pretty much anything with a cast time can be interrupted, including most auto-attacks. You of all people should know that. :S

thiefhitfor2kbetternerf
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Posted by: Sizzle Hint.1820

Sizzle Hint.1820

It’s supposed to Interrupt which it does really well… i dont really get the Point.

How is SS superior to HS when u want to Interrupt a heal? Or a res / stomp?

I would much rather see it being instant like SoH…

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Posted by: Jumper.9482

Jumper.9482

Eviscerate, Shield Bash, Necro Marks, Heartseeker. Abilities like this often had you thinking: Do I interrupt and auto twice for the extra bit of damage? Or do I shadowshot giving him the full cooldown on that skill? Is that mark going to be putrid and transfer the blind? Does he have condi remov/immun or stability? etc.
Now its more like an extremely niche ability only to be used to interrupt heals and stomps.
Well that’s only if your Sleight of Hand is on cooldown, that is.

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(edited by Jumper.9482)

(Suggestion) Headshot on Interrupt

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

My suggestion? Increase the amount of time dazed to the original amount only when interrupting an enemy.

Unfortunately, Headshot skill doesn’t interrupt the skill, the condition Daze does.

So an “if…then” condition to whether the target is interrupted or not doesn’t happen until Daze is applied. How then can you satisfy an “if…then” condition to set the amount of time for Daze when Daze is already in effect?

Anet will have to add another effect for Headshot to check of interruption, then if interrupted by Headshot, apply Daze+1, if not, apply Daze-1.

Unless Anet added that interrupting effect besides Daze, I don’t think your suggestion will work.

Or add a fixed amount of damage

Again, the damage is applied before the interrupt ever happen. Unless Anet applies damage on hit, then apply damage after Daze, that’s not going to happen.

or confusion on interrupt.

Being interrupted means that your target is already suffering from Daze…then you want to add Confusion also?

Not sure if that will fly either.

This discourages the previous ‘411’ spam while still rewarding the player for properly using the skill.

You know that “discourage spam” means “high cost” right? Because that’s the easiest way for Anet to achieve that goal instead of spending time trying to update their algorithm.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
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Posted by: Peow peow.2189

Peow peow.2189

imo the headshot skill is balanced atm, seeing as interrupts can work on almost anything. Any more of a daze or adding damage potential will just make it too cheesey

+

im guessing u havent tried perplexity and headshot in wvw?

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

imo the headshot skill is balanced atm, seeing as interrupts can work on almost anything. Any more of a daze or adding damage potential will just make it too cheesey

+

im guessing u havent tried perplexity and headshot in wvw?

He had a video using Perplex.

EDIT: http://www.youtube.com/watch?v=Emsnq8f5br4

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
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.

(edited by Sir Vincent III.1286)

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Posted by: Peow peow.2189

Peow peow.2189

imo the headshot skill is balanced atm, seeing as interrupts can work on almost anything. Any more of a daze or adding damage potential will just make it too cheesey

+

im guessing u havent tried perplexity and headshot in wvw?

He had a video using Perplex.

then lol wut at this suggestion

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Posted by: Excalibur.9748

Excalibur.9748

perplexity runes are OP becuz even auto attack can be interrupted which means basically everything and anything can be interrupted which means you can just spam it. Anyways, if AA wasn’t interruptible then perplexity wouldn’t be too OP

All is vain.

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

imo the headshot skill is balanced atm, seeing as interrupts can work on almost anything. Any more of a daze or adding damage potential will just make it too cheesey

+

im guessing u havent tried perplexity and headshot in wvw?

He had a video using Perplex.

then lol wut at this suggestion

He’s trying to reward Thieves using Headshot as a tactical interrupt rather than using it as a lock down skill, but his suggestion did not consider other effects that can happen or how much work it will be for Anet.

I understand the goal, it’s just that it will require Anet to spend time on really fixing Thieves rather than finagling with the numbers that doesn’t really fix the problem.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
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.

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

perplexity runes are OP becuz even auto attack can be interrupted which means basically everything and anything can be interrupted which means you can just spam it. Anyways, if AA wasn’t interruptible then perplexity wouldn’t be too OP

Well…technically GW2 doesn’t have an auto-attack per se, because you can change which skill you want to auto-use at any time — it doesn’t have to be Skill #1.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
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.

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Posted by: Peow peow.2189

Peow peow.2189

imo the headshot skill is balanced atm, seeing as interrupts can work on almost anything. Any more of a daze or adding damage potential will just make it too cheesey

+

im guessing u havent tried perplexity and headshot in wvw?

He had a video using Perplex.

then lol wut at this suggestion

He’s trying to reward Thieves using Headshot as a tactical interrupt rather than using it as a lock down skill, but his suggestion did not consider other effects that can happen or how much work it will be for Anet.

I understand the goal, it’s just that it will require Anet to spend time on really fixing Thieves rather than finagling with the numbers that doesn’t really fix the problem.

true, however in comparison to some of our useless traits and skills like deathblossom, crippling dagger and pistol whip. You could say headshot is in a good place right now

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

imo the headshot skill is balanced atm, seeing as interrupts can work on almost anything. Any more of a daze or adding damage potential will just make it too cheesey

+

im guessing u havent tried perplexity and headshot in wvw?

He had a video using Perplex.

then lol wut at this suggestion

He’s trying to reward Thieves using Headshot as a tactical interrupt rather than using it as a lock down skill, but his suggestion did not consider other effects that can happen or how much work it will be for Anet.

I understand the goal, it’s just that it will require Anet to spend time on really fixing Thieves rather than finagling with the numbers that doesn’t really fix the problem.

true, however in comparison to some of our useless traits and skills like deathblossom, crippling dagger and pistol whip. You could say headshot is in a good place right now

I don’t have a problem with Headshot either because it has a lot of room for error, but I believe that Jumper’s suggestion has merit that good use of interrupt should be rewarded.

The problem is, how can you reward tactical use of the skill without alienating low-skilled players? Not everyone can be as quick as Jumper at interrupting skills, I know I’m not.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
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.

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Posted by: Chicago Jack.5647

Chicago Jack.5647

The problem is, how can you reward tactical use of the skill without alienating low-skilled players? Not everyone can be as quick as Jumper at interrupting skills, I know I’m not.

I never understand this mentality. I can only imagine what would happen if the SC series took this approach to basic gameplay.

I don’t know what to tell you other than be a better player?

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

The problem is, how can you reward tactical use of the skill without alienating low-skilled players? Not everyone can be as quick as Jumper at interrupting skills, I know I’m not.

I never understand this mentality. I can only imagine what would happen if the SC series took this approach to basic gameplay.

I don’t know what to tell you other than be a better player?

Being a better player is not the only issue, it’s the window for which you can interrupt a skill. Anet uses Daze so that even if your timing is off, you still effectively interrupted a skill. Without the Daze condition, you will have to time Headshot precisely in order to interrupt a skill and we all have experienced that latency plays a big part on landing a well place interrupt. So in order to kill two birds (low-skilled players and latency issue), Anet uses the Daze condition.

This is not just a mindset, it’s also a design considerations.

For example, if you ever played Magic: the Gathering, even though I have an instant card that can interrupt a spell, I can take my time to consider all my options which is proof that interrupts doesn’t have to require a quick reflexes.

In GW1, Choking Gas also serves as an interrupt that doesn’t require quick reflexes or for you to be a better player.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
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.

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Posted by: Chicago Jack.5647

Chicago Jack.5647

For example, if you ever played Magic: the Gathering, even though I have an instant card that can interrupt a spell, I can take my time to consider all my options which is proof that interrupts doesn’t have to require a quick reflexes.

First, a turn-based card game is a whole different beast than an action rpg. As an aside, it also has great counter-play as well since the person potentially playing a spell card will see the ample amount of reserve mana not being played on your previous turn. This is why instant cards are designed around that turn-based mechanic, not really because they are “interrupts”.

In GW1, Choking Gas also serves as an interrupt that doesn’t require quick reflexes or for you to be a better player.

Second, no ranger used this preparation to any serious extent in GW1 because it was too situational. This was considered one of the highlight builds. Instead they relied heavily on Savage Shot and Distracting Shot for their interrupts. These skills were more valuable in a teamfight and required the player to actually use skill in order to time them correctly. Even the condition spread of apply poison required skill, since it required the R/Mo to constantly be switching targets. This activity might draw the attention away from important skills to interrupt, or a bad R/Mo might just sit on one person the entire time not really doing anything else effectively. If they chose to bring Debilitating Shot as an optional skill, it required skill because most casters “hid” their mana bars by sitting in low mana sets. Thus, to get the most effectiveness out of Debilitating shot, a Ranger had to use it when the caster was actually casting something since the caster would be in his casting set exposing his mana pool. Also, on touch skills like mending touch were very shut-down worthy because of the gigantic tell that they offered. This means R/Mo’s, and other classes that had touch skills, had to be careful how they used them. (THAT was good game design, and some of the reasons why I loved the R/Mo so much in that game).

(edited by Chicago Jack.5647)

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

For example, if you ever played Magic: the Gathering, even though I have an instant card that can interrupt a spell, I can take my time to consider all my options which is proof that interrupts doesn’t have to require a quick reflexes.

First, a turn-based card game is a whole different beast than an action rpg. As an aside, it also has great counter-play as well since the person potentially playing a spell card will see the ample amount of reserve mana not being played on your previous turn. This is why instant cards are designed around that turn-based mechanic, not really because they are “interrupts”.

Not even close to what I’m talking about.

In GW1, Choking Gas also serves as an interrupt that doesn’t require quick reflexes or for you to be a better player.

Second, no ranger used this preparation to any serious extent in GW1 because it was too situational. This was considered one of the highlight builds. Instead they relied heavily on Savage Shot and Distracting Shot for their interrupts. These skills were more valuable in a teamfight and required the player to actually use skill in order to time them correctly. Even the condition spread of apply poison required skill, since it required the R/Mo to constantly be switching targets. This activity might draw the attention away from important skills to interrupt, or a bad R/Mo might just sit on one person the entire time not really doing anything else effectively. If they chose to bring Debilitating Shot as an optional skill, it required skill because most casters “hid” their mana bars by sitting in low mana sets. Thus, to get the most effectiveness out of Debilitating shot, a Ranger had to use it when the caster was actually casting something since the caster would be in his casting set exposing his mana pool. Also, on touch skills like mending touch were very shut-down worthy because of the gigantic tell that they offered. This means R/Mo’s, and other classes that had touch skills, had to be careful how they used them. (THAT was good game design, and some of the reasons why I loved the R/Mo so much in that game).

Again, that’s not what I’m talking about.

Let me make it simple: Interrupts comes in different shapes and forms.

While Jumper may like the Savage Shot type of interrupt, there are others who likes the Choking Gas type. Headshot is a little bit of both, which is unfortunate.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
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.

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Posted by: Amaterasu.6280

Amaterasu.6280

Agreed.

Headshot is in a horrible place right now…and is really gimping the d/p set.

I don’t need to be able to 4 1 1 4 1 1, but at least I should be able to have higher dmg or up’d utility like confusion/torment because the interupt is very pointless right now.

If you’ve tried headshotting after the nerf, you should realize that headshotting anyone stomping WILL interupt their stomp, but they would be able to stomp again immediately after so you will never ever be able to res your teammate by the time the stomp comes off.

Same goes for heals…you can surely waste 4, 8, or 12 ini to daze and try to interupt heals, but that person is going to get his heal off again before you could do anything…so there is no point in interupting. Your target doesn’t even have to panic because headshot does equal to no damage, and the rupt is only .4s, which feels much more like .1s IMO.

I find myself using headshot less and less now unless i’m in a 2v1 with my teammate and i’m just trying to stop the enemy from doing anything while my teammate murders him.

Point is, no other interupt in this game lasts for .4s, most last for 2s because in those 2 seconds you could make a counter play after the interupt.

Kuro – Thief – NA
Undercoverism [UC]

(edited by Amaterasu.6280)

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Posted by: Chicago Jack.5647

Chicago Jack.5647

Let me make it simple: Interrupts comes in different shapes and forms.

And to make my point clear: I’M saying the examples you presented are ether not “interrupts”, or bad/very-circumstantial ones.

I wouldn’t fully or necessarily agree with him, but I wouldn’t be suprised if Jumper classified headshot in the latter category.

(edited by Chicago Jack.5647)

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Posted by: Jumper.9482

Jumper.9482

snip

True, ever since the nerf it’s barely worth even interrupting a heal now. Might as well get an extra heartseeker in instead.

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

Let me make it simple: Interrupts comes in different shapes and forms.

And to make my point clear: I’M saying the examples you presented are ether not “interrupts”, or bad/very-circumstantial ones.

I wouldn’t fully or necessarily agree with him, but I wouldn’t be suprised if Jumper classified headshot in the latter category.

Choking Gas (GW1) is not an interrupt? O.o?

Headshot IS a “bad/very-circumstantial” skill. It’s a knock-off of GW1 Choking Gas with ridiculously short duration.

The lingering effect of Choking Gas (GW1) is way better than Daze from Headshot.

And yes I agree that Jumper wants the latter category, but as I have already posted above, Headshot is nothing like Savage Shot. Savage Shot interrupts on hit, while Headshot doesn’t — the Daze condition on Headshot is what interrupt the skills.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
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.