(edited by skarpak.8594)
while rev gets fixes not being hit...
I don’t think making the 3rd attack in the chain an evade would go too awry. After all the 3rd slash on the GS auto is an evade. It might make it a bit overpowered to have them both evade or block.
Still, with some of the “new” tech, one would think that they might be able to change that rooting issue finally.
I think it is not a matter of not being able to fix the ranger sword root problem, I think that they don’t want to, that the root is indeed intentional and now they just don’t want to admit it.
(and the other 8 elite specs maxed too)
A ranger with that fast of an auto attack and an evade….people would want rangers in dungeons lol.
I don’t think it was ever intentional, considering none of the other weapons have anything similar in their auto attack functionality (that I can think of anyway).
it was intentional that the ranger has two leaps so he can follow up fast without running, just with hitting. they said it two years ago or so.
i don’t even ask for evade on the autoattack like it is on gs, but you should be able to rupt every skill with a dodge not being stuck in animations.
since the last 2 skills on sword aa-chain are leaps and you cannot dodge while jumping there is this issue with beeing “rooted” (that feeling not being able to dodge while attacking a target wich stands still).
other thing is you can’t even go in max-melee position since you will always jump towards your target.
edit: and you can’t hit without a target, since you will just jump across the room with aa-chain skill 2 and 3 without any control over your charakter. pretty annoying. i hope they finally see that this is a major flaw with the aa-chain on ranger and it does not work in terms for the player like the idea behind it.
edit²: solution could be -> is target farther away then 180 units? if yes -> skill will be a leap. if there is no target (but a hit), aa-skill 2 + 3 should never leap.
(edited by skarpak.8594)
…in animations, rangers still can’t dodge while sword autoattack skill 2 and 3 because they are leaps and you can’t dodge while leaping.
yeah we had this discussion before, don’t enable the autoattack thing, blablabla.
it is still a very fast aa-chain with 2 leaps where you can’t dodge and its unfair that you can’t rupt them with a dodge to avoid getting hit.double standarts? i don’t know.
…but hey, its a unique technique that you can’t control your charakter for 1 second in a 1,8 second aa-chain! l2p with no control over character movement! /sarcasm
(yeah i know how to disable auto attack and how to rupt the chain with other skills /esc and stuff. but i don’t think that this is how it should be, since it is a very fast auto attack and thats not what a autoattack should do with your charakter. if it was on another skill, fine, but not on a autoattack.)
Mate do what hundreds of ranger have done so far : change class or quit the game.
Sadly there are not many other options left for the ranger
Mate do what hundreds of ranger have done so far : change class or quit the game.
Sadly there are not many other options left for the ranger
well, the thing is, i play my ranger once in a year because he’s is somewhat cool and then i see the sword and how often i can’t dodge when i have to.
…aaaaand hes gone for another year.
maybe after this long time anet decides to look up at this problem, if not, ranger will just stay mostly unplayable with sword in pve. a shoutout is never wrong, but i won’t get my hopes up.
it was intentional that the ranger has two leaps so he can follow up fast without running, just with hitting. they said it two years ago or so.
This was not what I was referring to being not intentional. The inability to easily break the chain, thus essentially being rooted in the sequence, is what I was referring to. Yes, they stated that the leaps are intentional, but a long time back, they did state that the inability to break out of it was not. Only after they failed to fix it did it become a “yeah that’s intentional,” which I’m pretty certain was just a cop out. However, their tech has progressed since that time, so maybe now they can do something about it.
Won’t hold my breath though.
I’ve been meaning to bring this back up, 3 years and still no fix.
It’s not a bug, it’s a feature! was definitely a cop out.
Still, I’m hoping with the engine (physics?) changes that broke SAB we might finally get a fix for this.
There is absolutely no evidence to support that it would.” -AnthonyOrdon
Rev is a new profession thus it gets the most attention before being released.
Just because Guardian has Aegis and all sorts of invulnerability doesn’t mean that every class should get it too. Just an example.
Revenants are better then Rangers with a sword. I see nothing wrong here.
Sword is basically Revenant’s best weapon and probably the “main” one. Rangers have bows.
Regngers are way better then Revenants in condi cleanse.
That’s how the game goes and what balancing means. Balancing doesn’t mean that there should only be 1 class, lol. Classes are different and can only fit some roles (with the only exception being Ele that can currently do everything).
Players: This mechanic is badly implemented, could you change it to something more reliable?
A-Net: No.
Players: Can you fix it then please?
A-Net: We can’t.
Players: Why won’t you change it then?
A-Net: It looks cool, and theme is better than viability.
Just because Guardian has Aegis and all sorts of invulnerability doesn’t mean that every class should get it too. Just an example.
Revenants are better then Rangers with a sword. I see nothing wrong here.
Sword is basically Revenant’s best weapon and probably the “main” one. Rangers have bows.Regngers are way better then Revenants in condi cleanse.
That’s how the game goes and what balancing means. Balancing doesn’t mean that there should only be 1 class, lol. Classes are different and can only fit some roles (with the only exception being Ele that can currently do everything).
you either don’t understand english, or you did not get the topic.
first: there is nothing like a “main” weapon.
second: how would you feel if every class had a root on his auto attack wich prevents you to dodge when you want it (or more: when you have to dodge).
it has nothing to do with balance when you simple can’t break out of your animation to dodge when necessary!
maybe we can push this topic a little bit more so this problem gets attention again.
nearly 3 years and nothing has be done about it. but when rev gets beta feedback it instantly will be reworked. why not give old classes (and serious gamebreaking problems like this one) some love. this aa-chain problem is not such a big thing like a complete class rework. its just 2 skills.
(edited by skarpak.8594)
push to raise awarness, also edited the solution in the startpost
i have reported this bug countless times, i have pointed it out in the forums hundres of occasions, i even open a thread in the bugs forums asking for a fix.
First the sword chain is very badly done, it’s simply wrong. The leaps don’t work most of the times and they are something really really annoying to deal with. Not only root you making imposible for you to dodge but also prevents you to cast any other skill. You can only cast when you are in the first attack of the chain.
- Most of the times the leaps won’t work because it’s the second an third attack in the chain. So if you AA and the enemy moves out of your range in the first attack it breaks and don’t follow. You don’t have control in your own weapon chain.
- Even when it works the leaps sometimes make you go pass thru you target if it’s in the second attack. Makes you jump passing your target and after come back to it. That if you didn’t fall off a cliff or something with the first jump making the sword a very unreliable weapon.
- Two leaps together is just a very bad idea. And being 2 & 3 in the chain is even worst, you can’t use it like a gap closer and you don’t have any control in that chain.
How to fix this without changing much:
Change the order of the attack chain so the sword become what is was intended:
Pounce -> slash -> kick
- Pounce is the leap. Right now between both leaps we have 730 range. I say we establish leap range 600. The rest of this skill stays the same. The leap only works if a target is selected to avoid jumping around otherwise we just do the pounce in place.
- kick is not a leap anymore, range 130 instead 300.
- All that mechanic that make the sword stay in the pounce chain that doesn’t work most of the times disappears. Now we don’t need that if the chain breaks for whatever reason we begin with the leap again.
So visually actually it would better because instead see the insipid slash we could appreciate the Pounce and also we could have a gap closer that now it works when you need it and actually the extra mobility wold be very welcome.
Another skill that needs fixing is Serpent’s Strike. Because of all that circling around most of the times the skill miss it’s target even if you are in melee range. Being the only skill with poison in the sword, would be nice if it would be reworked to become useful.
(edited by anduriell.6280)
If you dont like the sword auto attack in dungeons, the condition Ragner with Axe Torch does allmost the same dmg – difference is negitable considering ur not stuck with sword and get a way more fun to use rotation.
thanks for moving it into the bug-section.
If I remember correctly, during the betas kick was a small knock back. With the knock back the attack chain made sense since you were cc’ing your opponent and you needed to close the gap. Unfortunately they thought the knock back was too powerful and removed it but they never bothered changing the rest of the skill.
That’s why the skill doesn’t make sense in its current form. Playing with sword on auto is like being constantly taunted.