(edited by ZenonSeth.5739)
Thief - Vital Shot and Trick Shot Cast Time
To add to this, it’s something affecting more than just Vital Shot and Trick Shot, the #1 skills for may of the ranged weapons behave the same way, and are also much weaker than you’d expect them to be.
The sole exception seems to be the Rifle, which shoots at a rate very close to its stated activation speed, and unsurprisingly feels a lot stronger than the others. There are two other examples where they had Activation speeds removed in order to increase the speed, and now fire at an appropriate (or close to it) rate: Mesmer’s Greatsword and Ranger’s Shortbow.
This is almost certainly a bug or an oversight, and equally almost certainly why Longbows, Pistols, and Staffs (and probably Scepters too) are complained about all over the forums.
(edited by Einlanzer.1627)
Einlanzer has been bring this up regarding Pistol #1 practically since the launch of the game (read: a long while). I’m glad people do keep mentioning it, the squeaky wheel gets oiled as they say.
I wish ANet would do something about it! Especially if they are looking see more variety in competitive Thief builds.
[EU] Gandara
Einlanzer has been bring this up regarding Pistol #1 practically since the launch of the game (read: a long while)
[snip]
On the one hand, that’s great – Einlanzer has noticed this and I’m glad he’s brought it up, and we shouldn’t let it go unfixed.
On the other hand, if he’s been bringing it up since near-launch, for such a long time, and it’s not fixed yet, it gives me very little hope that it will be fixed… /sigh
Hey, while we’re at it:
Take a look at Piercing Shot – the Thief Harpoon underwater skill.
Listed activation time: 1/4 second. Actual activation: much closer to 3/4 seconds. Another incredible discrepancy between listed and actual behavior, and a 200% error on skill activation time!
Einlanzer has been bring this up regarding Pistol #1 practically since the launch of the game (read: a long while)
[snip]On the one hand, that’s great – Einlanzer has noticed this and I’m glad he’s brought it up, and we shouldn’t let it go unfixed.
On the other hand, if he’s been bringing it up since near-launch, for such a long time, and it’s not fixed yet, it gives me very little hope that it will be fixed… /sigh
It will get fixed…eventually. Just that, according to Anet, more pressing matters are bumping these issues to the bottom of their list.
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.
Einlanzer has been bring this up regarding Pistol #1 practically since the launch of the game (read: a long while)
[snip]On the one hand, that’s great – Einlanzer has noticed this and I’m glad he’s brought it up, and we shouldn’t let it go unfixed.
On the other hand, if he’s been bringing it up since near-launch, for such a long time, and it’s not fixed yet, it gives me very little hope that it will be fixed… /sigh
It will get fixed…eventually. Just that, according to Anet, more pressing matters are bumping these issues to the bottom of their list.
To me, this is one of the most pressing issues in the game, it’s making an enormous number of builds across professions barely playable and is the single greatest contributor to various balance problems.
[snip]
To me, this is one of the most pressing issues in the game, it’s making an enormous number of builds across professions barely playable and is the single greatest contributor to various balance problems.
It’s annoying that I can’t quite play a P/P Thief, that the shortbow main attack is near worthless for anything except tagging enemies, and how ineffective the harpoon gun skill is.
I tried P/P as opposed to my D/P usual setup yesterday. #1 does nothing. It may as well be a dud shot that only aggros the enemies. I had to keep hitting #3 during the entire fight – which is a problem because it eats initiative fast, has a channel time during which you cannot dodge (or you can, but at the cost of the spend initiative and dps), and even then it seemed on par with my Dagger #1 skill (while still having the above listed problems that Daggers don’t have)
Basically, P/P is a pipedream right now.
Shortbow main attack and Harpoon main attack are not far behind in terms of effectiveness (rather, lack thereof)
This is still an issue that needs fixing.
I have to be honest, the fact that this hasn’t been addressed yet it absolutely asinine and is one of the biggest glaring problems in the game right now.
Everyone complains about Longbows on the Ranger forums. Want to know why? Crossfire (Shortbow) has roughly .75 the power of Long Range Shot (Longbow), but fires about 2.5 times faster. That means that it is offensively almost twice as strong as Long Range Shot, and it’s obvious that’s the case when you compare the two in-game.
The original intention was:
Long Range Shot – 3/4 seconds, – about 75% faster than current RoF
Crossfire – 1/2 seconds, about 25% slower than current RoF
This gap explains the difference in power between the two weapons, and why Shortbow objectively outperforms Longbow for Rangers. The same comparisons can be made with other weapons, like the Pistol.
Notably, of all Ranged weapons only the Rifle has an actual Rate of Fire that is very close to its stated activation speed (about .1 second slower), and is not surprisingly the only ranged weapon other than the Ranger’s Shortbow that is considered a high-performer by most players.
Please address this.
(edited by Einlanzer.1627)
Thief – Trick Shot (Shortbow Skill 1) – It says .25 activation time but its .95
Please address this as shortbow is the only viable thief ranged weapon set..
Thief – Trick Shot (Shortbow Skill 1) – It says .25 activation time but its .95
Please address this as shortbow is the only viable thief ranged weapon set..
You’re right – currently it is. It wouldn’t be the only viable weapon if the pistols were fixed.
Again, I tried P/P today on a sonic periscope. Continuously using “Unload” (aka dumping all my initiative into it, thus leaving me unable to use any other skills), the p/p combo seemed to perform worse than solely using the Dagger main attack!
ANet needs to fix the above mentioned bugs in activation times! Please! And add some more love to Pistol Thief.
I don’t understand why we haven’t heard anything about this? I found at least three other mentions by Einlanzer, always just with one or two replies. I want to know if the devs think this is ok, as a staff ele it bothers me that my girl spends an enormous amount of time just grasping air behind her instead of throwing that water, lightning or rock. And i my ranger friend is really frustrated with the longbow, really this can’t just be in our heads. Please fix this. Let activation speed actually be activation speed.
I don’t understand why we haven’t heard anything about this? I found at least three other mentions by Einlanzer, always just with one or two replies. I want to know if the devs think this is ok, as a staff ele it bothers me that my girl spends an enormous amount of time just grasping air behind her instead of throwing that water, lightning or rock. And i my ranger friend is really frustrated with the longbow, really this can’t just be in our heads. Please fix this. Let activation speed actually be activation speed.
There were two specific things I noticed when doing some rather basic observation/analysis that made me start feeling like this was a bug:
Warrior Rifle vs. Thief Pistol, and
Ele Fire vs Water/Air/Earth Staff
The first one speaks for itself – Warrior Rifle and Thief Pistol have a very similar design niche, and the Rifle Warrior very clearly and overtly outperforms P/x while also having better range, full utility usage, and better defense. With P/D, Vital Shot’s weakness is partially masked by Caltrops and the Sneak Attack, but it still struggles to be at all competitive. P/P, however, is totally ruined by this bug because the only compensation for Vital Shot’s atrocious DPS has to come from the Initiative-hogging and mediocre Unload, preventing you from being able to properly utilize anything the set offers, and you don’t even get outstanding DPS out of it, just ‘meh’.
The second one might interest you more, though. What I initially thought was very strange was how, despite being a little weak itself, Fire seemed to be noticeably stronger than the other elements even when accounting for its relative lack of support abilities. What I then noticed was that it had a longer activation speed than the other 3 elements (1 second vs. 3/4 second for Earth, Air, and Water). What I then noticed was that that didn’t even come into play – they all 4 seem to have the same exact attack speed.
So, in essence, Fire’s autoattack is moderately weaker than it should be, while Earth, Air, and Water’s autoattack are all dramatically weaker than they should be. The discrepancy with activation speeds vs. actual recast can’t possibly be a coincidence.
Something else I’d like to say – it could be that there’s an intended aftercast delay. If this delay is intentional, then it is not tuned properly on some weapons, and the accurate timing should be reflected in the skill’s specs.
My point is, either way- this needs to be addressed.
(edited by Einlanzer.1627)
Yeah, not letting this one go down that easily.
Please look into attack speeds on #1 skills and why huge discrepancies exist between activation speed and actual recast time from weapon to weapon.