Showing Posts For Frost.8263:
What about removing the leap from the auto attack (don’t panic yet), and giving it to the sword skill 3 “Serpent’s strike”, making it a 3-way chain. Also return the pre-beta knock back to the “Kick” part.
3a: Current “snake” attack animation, dodging and applying poison
3b: Kick the foe, knocking him back
3c: Pounce to the foe, apply crippleThat would make the weapon to be the only one that has 3-attack chain outside of auto attack. It would solve the problem of losing control of your character during auto attacking, while retaining the uniqueness of the ranger sword. Of course, there would have to be some adjustments in cooldown in order to not make it totally op.
The issue at hand is not being able to run the auto attack as an actual auto without it being difficult to dodge, as well as the fact that you can’t break the animation once it’s set. Adding evades to an auto chain is a horrible idea because of the attack speed. You’re giving a class dodges every 2-3 seconds on top of their endurance dodges. That’s without QZ activated.
You’re proposing adding an extra uncontrollable animation to the first hit, which by the way can’t be broken so you can end up dodging yourself right into an aoe due to the nature of serpent’s strike. On top of that it adds an insane amount of dodge, then you have your final leap animation, which still can’t be broken.
Instead of the current: (BA = Break animation) (NB = No break)
BA → NB → NB
You switch to:
NB → BA → NB
Doesn’t solve the issue.
Not sure this has been mentioned or not if it has been I apologize ahead of time, the two other evade skills #2 and #3 can be used at any point in the chain to evade, which breaks the animation root then allowing you to dodge. There does seem to be a slight delay on the #2 skill at times but three is pretty much instant, I won’t say that the auto animation root after the third chain is perfect, but this weapon is far from being broken to the point of being unplayable in any game mode. Having said this, I really can’t see the reason why a dodge doesn’t simply cancel the attack chain, I know it has been brought up that it is in fact a leap and you shouldn’t be able to dodge during a leap but perhaps there is a way to make it distance to target sensitive or something, meaning if you are right next to the target you wouldn’t be leaping anyhow, not sure it would be possible but it is something to think about I suppose
Skill #2 requires waiting for the animation to end, THEN hitting the mob one extra time, then dodging back and trying to accidentally not jump back into the fight. #3 is slightly faster since it doesn’t add in the extra attack after, however it still requires the initial animation to finish.
What is this L2P everyone talking about?
Clearly someone needs to realize that there is more situations than “chase that runaway dude” and sword is only good for that purpose. I don’t want to be forced to live on 1-2-3 count just to be able to dodge in dungeons.
Chopps, how many times you jumped off the cliff caught in leap animation in Skyhammer map? If you call zero – clearly you either not playing Skyhammer or not using sword
L2p = learn to play. Which is redundant since I’ve already said numerous times the sword isn’t hard and I run it in fotm48. People just don’t like to pay attention when they post
Oh and one more thing guys: THE SWORD ISNT BROKEN. Sheesh. Understand that? L2P
Not saying it’s broken, if you read, we’re saying it’s a bad mechanic and design choice. Also, this thread is about the sword MH. If you want to make a rifle/dagger thread, make a rifle/dagger thread but if you’re not going to contribute to this thread, which is about the sword, then please refrain from posting
Uh, you can heal only 50% as much, take 50% more damage, or regain endurance at -50% (and lose all current).
A Warrior’s “Frenzy” would be considered a high risk skill. QZ really isn’t much of a high risk skill especially with the new update since you can always just blast finish your 50% heal for more hp.
the most awesome and awe inspiring stuff in Starcraft, the biggest E-sports game of all time , has been based on a bug or exploit, with a huge learning curve and obscene APM to perform . This is why spectators and players alike went into a frenzy when one of those exploits was performed . None of these were actually intended by the developer or were serious game or engine limitations . Take the Reaver for example …. clunky slow, silly targeting … but oh my god the reaver drop plays that were shoutcasted.. Mutalisk stacking ….
Anyway , the sword is one of , or the only weapon that is a hyperbole , non linear , with a slightly bigger learning curve, compared to pretty much everything in this game which is fire and forget , or auto attack while timing your dodge or stun break/condition removal . Hell, even the balance is going towards nerfing everything that is pointed out as monthly OP instead of making many, and I dare say MANY overpowered, as in SITUATIONAL OVERPOWERED builds and strategies , to make the game interesting .
As it stands out :
Hmmmm… Engi can burst condition and sustain…. put him on the team
Elementalist can move quickly, burst and sustain.. put him on the team
Necro can spamm conditions and sustain.. put him on the team
etc etc….There are no scalpel builds , no toolbox builds , no extreme builds with a few strong points and many weaknesses to be covered by great teamplay . Everything is clear as day made for monkeys on a typewriter .
And you want to fix the ONLY thing that makes the ranger semi interesting and requires any practise to do ????PLEASE DAWG
I don’t understand your use of hyperbole in this context. You shouldn’t be comparing gw2 to starcraft, other games such as tribes developed from an exploit as well however that was due to people liking this broken mechanics, which clearly isn’t the case with the sword auto, which is very linear compared to freedom of movement btw. Also the sword doesn’t take practice, I’m not sure where this “challenge” that people talk about is. You dodge after your first/second auto, and spam your attack key. It’s not hard, it’s just annoying to not be able to break out of your auto attack animation. I’m not talking about the chain itself, if you notice when you turn auto attack off even you physically can’t break out of the animation during your second and third hit.
“Barrage” roots you in place, but can be broken by tapping a directional key. Similarly the warriors 100b which is significantly more powerful than the ranger auto, can be broken with a directional key.
Sword auto isn’t tough or difficult, it’s just an annoying mechanic and goes against the freedom of movement that imo defines gw2 and makes it interesting to play. It feels weird and doesn’t flow as well as the rest of the skills in gw2 do.
it does not lock you IN PLACE, it locks you ON TO the target so that if it moves, you jump to it right away . Stop just basing things on PvE .
It locks you in a chain based on animation, the leaps aren’t necessary all they do is cripple/give you might. This can easily be achieved by moving towards the target yourself.
Why do people keep complaining about this! the second and third attacks in the sword chain are leaps and that’s why you can’t dodge during the chain. if you don’t want the moves to chain TURN OFF AUTO ATTACK. simple, easy. that way you can pause yourself between moves in the chain. if you can’t handle that and want to play melee use a GS.
Turning off auto attack would be a nice solution, if the damage on the chain wasn’t end based. To do your max amount of dps, you have to hit your last 2 skills and during those 2 skills regardless of whether auto is on or not, you can’t break out of each individual skill. I’m not talking about dodging inbetween skills I’m talking about the ability to cancel the skill by dodging (lack thereof). If you actually read the post instead of just seeing what you wanted to see, you’d notice I stated I “can” handle it, and I actually don’t mind it, and I run it in fotm48. I just don’t understand the reason for the mechanic, and without it more rangers would be more likely to use the sword.
I have no idea why in 11 month this haven’t been fixed??? I’ve been hit by churning earth almost a dozen of times cuz of target rooting on a freaking auto attack, so stupid. Did i said i had no idea why its not fixed? Oh i lied. i know why it isn’t fixed. Its not on their priority list like every other bug in the game…
It’s not really a bug though I mean rooting the last two chains is a design choice and I’ve seen posts about it before, certainly no one enjoys the mechanic, but I’ve never really seen an explanation behind it. A large part of what makes Guild Wars 2 combat interesting and diverse is the ability to move while casting/attacking however that ability is lost on the ranger sword auto
Turn of the auto attack. You can dodge better, time attacks, and not lose DPS if you can press the attack key about once every second or two.
That doesn’t really help. Your highest strike comes from the third skill in the chain, pounce. Also if you hit your attack key one extra time (which you’re bound to do in the middle of boss fights) you’re once again locked into the combo and can’t dodge of it. Lastly your dodges would most likely end up being worse since your attack pattern would be inconsistent. Spamming attack shouldn’t have to be the fix for a needless lock mechanic
Is there a specific reason the ranger 1h auto with sword locks you in place for the last 2/3rds of the chain? Imo it pushes people away from playing in melee range since we’re quite squishy as it is and higher levels of play such as fractal 40+ is less forgiving on mistakes. Often, if you have aggro on a boss the ranger auto with sword slowly moves you forward, which moves the boss (annoying your party). While one can argue about the two dodges the sword MH has, #3 has a 15 second cooldown and #2 doesn’t proc immediately so you’re forced to try timing your dodges (which doesn’t always time well with the bosses attacks due to the lock) or switch weapons then dodge, which means you’re forced into a weapon choice that lowers your dps.
Sidenote: If a mob dies on the third part of your chain auto, your kick will miss the dead mob and take you off a cliff occasionally.
Longstory short, this isn’t really a rant, I’ve played a sword build up to fotm48 and I don’t really mind the lock too much, I just don’t understand the decision to make our auto locked and I’d prefer it changed