Earthshaker on a slope.
Ya, unfortunately this has been brought up many times, as I’m sure you are aware. It seems it’s Ground Targeting in this game doesn’t actually follow the shape of the ground but instead is always at 0° plane. So on a hill the outer edge of the Ground Target will hit the higher elevation first and the skill thinks it has then hit the ground and goes off at that elevation in a flat plane missing the incline below it. I doubt this is something that can actually be fixed.
Instead, they need to just give Earthshaker the ability to do its damage/stun on the Y axis as well so it can hit the people on an incline.
[AZRG]
Dragonbrand
(edited by aathomas.4638)
Yep, I’ve been dealing with this since the dawn of man. Most of the time it isn’t too bad/can be accommodated, but in certain situations, it’s ruinous.
Every leap is like this, and it’s an interesting problem. To me, it would be “coolest” if they made it such that it didn’t do its damage/impact until it found a surface. So if you tell it to attack halfway down a ramp, it goes through a set arc that would land that distance away if it was a flat surface. Otherwise, it arcs you down with gravity and once you hit land, it goes off. Of course, unless you go TOO far and would otherwise get knocked down by the fall, then it cancels the ability and you just fall on your face.
The consequences are that any leap attack would follow similar behavior, and momentum off of cliffs would get out of hand. For example, sword #2ing off of some high place to a low place would most likely result in momentum that takes you a fairly long ways.
I like the idea of applying some Y-range on the damage/stun, but I’m not sure they can do that easily either. Then again, if it was easy, it’d probably already be taken care of. I’m guessing this is still the most feasible option though, as much as I’d love to swiftness-launch myself off of places to see how far I can get (see: BL Garrison cliffs).
“He’s like a man with a fork in a world of soup.”
I think the reason this is because imagine if you are like 800 units above your enemy. If you were able to place the AoE reticule on the enemy and hit him from above, you would be traveling 800 distance and landing the hit rather than the proper 600 units. Honestly the game would be sooo much better if attacks like earthshaker could hit targets below you but don’t get your hopes up
How about I fly the 800 units, do more damage because I just jumped a long kitten distance onto their head with a huge hammer, and then take whatever falling damage is relevant? I’d be happy with that.
Also applies to sword 2. Any significant difference of the z-axis between your character and the target will result in a 100% miss rate.
STD [Scarlet Gave Me Harpies]
Maguuma
Yeah, it’s annoying it works this way and there’s a bunch of skills from other professions that suffer from it as well (like guardian hammer 2 skill). I believe they fixed guardian greatsword 3 skill from having the same problem though, so I’m not sure why the hammer skills are still like this. It does make me think that’s it a problem that can be fixed though, but ofcourse more PvE content would have priority over something like this..
Love the game’s physics.
That’s how it works: when you use heartshaker, your hammer travels at the speed of sound for a brief period.
That’s why it looks like you are slamming the air: the hammer stops on the sonic wall created by itself.
And that’s the most sense I managed to carve out of it.
Still can’t understand how an enemy can avoid the blast of a Big Ol’ Bomb set 2 meters ahead of him by blinding ME.
Once I tried, but blinding the bomb or the bomber didn’t help me not being hit by the explosion.XD
because he doesn’t know it himself
Still can’t understand how an enemy can avoid the blast of a Big Ol’ Bomb set 2 meters ahead of him by blinding ME.
Ah, try blinding a warrior to make him miss the “Fear Me!” shout!
Blind people? That means they can’t speak, right?
XD
because he doesn’t know it himself