Skilled Thiefs are dangerous
(edited by Arkantos.7460)
WEll, I oftenly use my builds with speed (25% speedbuff) and after testing the new dodges with DDspec ….I feel often stuck into position O_o
I have no probs with normal dodges …. you can run with speed and dodge and its FLUID.
All new dodgeanimations have a start animation ….when you run and dodge your character stand still for a moment and THEN hes using dodganimation and after dodging hes standing on position for a moment again ….
I think dodges need a qicker animation… anyone else agree?
I got also the problem that Withdraw and Roll for Initiative are affected in some kind by the traits, too.
I have sometimes wierd animations of thees 2 skills, never had this before
ANET, plz synrcho the dodges with the speedbuffs and quickness, they are untouched by these buffs.
(edited by Arkantos.7460)
Yeah, the dodging animations feel really clunky
if it may work as intended for lotus training and bounding dodger (that are combat dodge and can leave you a moment stuck after the dodge) it is really really disappointing on Unhindered Combatant which should provide mobility but has a stopping moment first and after the animation.
Yup, dodges are making me focus more on the lack of usability of dodge and less on actually trying to fight. They definitely need to make the new dodges instant and more fluid. It actually feels dangerous to dodge right now, and when your whole traitline revolves around dodging, well…
Also, staff 2 seems hard to control…not sure if you guys are seeing that too. I feel like it should be targeted.
Pretty much, animations for daredevil need to be much fluid all around
Agree 100%, the new dodges need to be fluid or else they’re pointless, it messes up everything about the entire Daredevil traitline. In competitive PvP where reflex matters, that delay at the beginning of a dodge is going to get you killed, and the delay at the end is going to make you predictable, using the leap dodge to stealth through a smoke field will be the easiest thing in the world for someone to lock on to, and know exactly where you’ll land. I like the idea of where this specialization is going, it just needs some work on animation and fluidity
Yep. My biggest problem is how slow it is. Even from a standstill, there’s a slight hesitation before the dodge animation takes effect and ‘he who hesitates is dead’. The dodge is just not taking effect immediately— whether it’s insisting upon finishing long skill casts or just hesitating longer during attacks, I can’t tell. The new animation also seems long. Evasion is supposed to be DD key skill— and it’s currently a liability.
I don’t hate staff, but it certainly doesn’t have the punch that daggers do and it’s slow. It has a lot movement, but the movements don’t feel really purposeful. Staff 2 keeps putting me past my targets without changing my facing, so I lose auto-attack while I reorient. Staff 5 could use a little stability because enemies are knocking me flat out of the air/on arrival.
Also, the big heal is nice, but sooooooo slow to cast. I’m better off taking a smaller heal that I know I will have time to cast before I’m interrupted.
I dropped SA for DD, and because of the hesitations and issues mentioned in this thread, I saw greater survivability and effectiveness going back to SA.
I think the animation of the dash should change completely. The number 3 fire main hand dagger on elementalists would do the job to me.
It’s supposed to be a dodge. I visualize the dash like one powerful step.
Running away isn’t really “dodging”.
The visual effect is ok, just need to change the ‘running’ animation
(edited by Tabootrinket.2631)
Even the sound of dash is pretty annoying to be heard a lot of time… the normal dodge has a sort of “woosh” that let you feel a dodge, dash sound seems like you are spilting salt over a glass table.
Moreover, having the character change his direction is confusing, the backward dodge is more understandable.
I think the whole idea is good, but it must be cleaned up to make it better
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