Showing Posts For Ghokan.2418:
Is there an option to remove the auto-casting when holding down a key.
This makes thief really annoying to play since there is no cooldown on their weapon skills, and this makes the skills double trigger when pressing the button.
The double triggering happens more frequently in areas with low fps such as world bosses, or when quickness is on you.
I just want my weapon skills to be used once when i press a button.
EDIT
I found a similar post having the same problem, https://forum-en.gw2archive.eu/forum/professions/thief/weapon-skills-always-going-off-twice/first#post6519560
(edited by Ghokan.2418)
The game should not start if the teams are uneven at the start it should just send the players back to the lobby, and requeue.
Fix the bugs and it could be semi-useful for condition builds.
example : Caltrops shot, leave the mortar and then throw nades.
Post that goes to more detail: https://forum-en.gw2archive.eu/forum/professions/engineer/Mortar-Is-this-intended/first#post2109786
http://gw2skills.net/editor/?fYAQRAoY8YlYmiOHfy8E95EB3Dji0m6p4rjtTBXxKA-TsAg2CrIaS1krJTTymsNNCZHwMEA
Here is a build i use in pvp, you may wanna rethink the traits abit to suit Pve.
for weapons you can either use D/D & P / D for more conditions or you could use D/D & S/D for more survivability and utility.
What is the big deal here. It only targets if you click it fast or do not move the cursor at all. Holding RMB down and moving the cursor slightly will remove the cursor from the screen and then if you release it, still supposedly on top of the enemy it wont target that enemy.
So how can you move the camera if you do not move the cursor? or how do you move it in a time period of few milliseconds?
Video where i hold the RMB down and move my camera to the side and then back and then i release RMB : https://dl.dropboxusercontent.com/u/18485762/RMB%20Camera.wmv
Tested on the bots, dummies, friendly players and hostile players.
So you are telling me that during all the hours of your spvp play you have used the right mouse to turn and you have never ever accidently targeted another player or pet? Not one single time? I guarantee it has happened to you at least once and one time is too many. Its not necessary and its second rate. I guess another angle to come at this from is what would it hurt to give us the ability to disable targeting with right mouse button if we wanted to? And the answer is it would hurt nothing to give us that option. I don’t undestand the knee jerk defense mechanism some people have for A-net this is minor league any way you slice it imo.
No i havent have it happen atleast i havent seen it happen maybe it has happened. I play with Rmb held down almost 24/7 the only reason to me is to release it to target someone.
However the option to make the right mouse button not have any effect on targeting whatsoever is a good idea.
Maybe an option to make it target only when double clicked?
Same for left click, so i could target someone whilst moving my camera, by double clicking the left mouse button rather than just clicking it once.
Or to go even deeper have left mouse button target when clicked once but if right mouse button would be held down it would take two clicks, this would allow me to once again move the camera whilst targetting. These things would have to be all options so it wouldnt affect people who dont want it to affect them.
(edited by Ghokan.2418)
What is the big deal here. It only targets if you click it fast or do not move the cursor at all. Holding RMB down and moving the cursor slightly will remove the cursor from the screen and then if you release it, still supposedly on top of the enemy it wont target that enemy.
So how can you move the camera if you do not move the cursor? or how do you move it in a time period of few milliseconds?
Video where i hold the RMB down and move my camera to the side and then back and then i release RMB : https://dl.dropboxusercontent.com/u/18485762/RMB%20Camera.wmv
Tested on the bots, dummies, friendly players and hostile players.
(edited by Ghokan.2418)
Personally i would just want it to go to the starting point if it is in range and not get caught on every single stone and branch.
“For the first argument, let’s check virtually every single teleporting ability in the game”
There is also the necromancer spell Spectral Recall which teleports you back to where you have started. and has no limitations, goes through walls which stops shadowreturn at times. Surely this needs to be limited aswell?
That skill has a 60 second cd and isnt on a weapon. It also doesnt remove conditions and leaves a big green trail reminder instead of a small circle that can be hidden by terrain. Just saying.
That skill also provides 30 seconds of swiftness and grants you life force on damage taken, and can be traited to have a reduced cool down. Furthermore, its stunbreak is reliable and not buggy like ours is.
Furthermore, the fact that the utility isn’t on a weapon, IMO, can be reversed and actually claimed to be advantageous by the necro. I state in another post,
“… Furthermore, what makes the ability to teleport far away overpowered? IS/SR is one of the few- oh wait, the only mobility skill that sword has, unless you count FS, which doesn’t have a very long range anyhow. Thus, having it sit on our bar for a long time while we wait to use SReturn isn’t exactly advantageous, as we now have one important skill just sitting on our bar. Furthermore, if we’re trying to win the fight, teleporting halfway across a map is actually disadvantageous. The only time the skill, then, is any use for teleporting so far across a map is when you engage in a fight with the intention of escaping already in your mind; it’s not simply an “lol I can suddenly tele halfway across the map” kind of a deal, it requires planning, and, when not used correctly, can actually be very bad for a thief."
See, with infinite range, it is extremely rare to have to abuse that by going such a far distance, so having a 60 second cool down doesn’t really mean much. It’s like Shadow Refuge; we don’t need it enough to justify throwing it down whenever we want to, only when we absolutely need it. However, a weapon skill takes up a slot on your attack bar, the bar that you’re supposed to be using to the largest extent possible; having a button like SR that doesn’t change back to its original mobility skill for 15 seconds can actually be disadvantageous. Many professions often need one or two utilities on their bar, but it’s very rare for them to require three, and usually even when they do that’s because they run a very thematic build, like a venom thief for example. Thus, that third utility tends to be very situational, and SWalk is one of those types of situational utilities.
Comparing a utility and a weapon skill… Those are two very different things right there.
However there is a Thief utility skill which also uses Shadow Return
Shadowstep – http://wiki.guildwars2.com/wiki/Shadowstep
Essentially the same thing as the Infiltrator’s Strike, except it uses ground targeting instead of unit targeting.
“For the first argument, let’s check virtually every single teleporting ability in the game”
There is also the necromancer spell Spectral Recall which teleports you back to where you have started. and has no limitations, goes through walls which stops shadowreturn at times. Surely this needs to be limited aswell?
I found out that the exactly same thing happens with trebuchets. Probably also with other vehicles / turrets cannons and such.
A video: https://dl.dropboxusercontent.com/u/18485762/gw2-mortarnonsense.wmv
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Would be nice to have a placeable mortar that is controlled by a kit / remote then you could choose where you shoot the shells on the go. This would make it most viable, still counterable due to it being easy to destroy
(edited by Ghokan.2418)
Is the mortar supposed to work like this?
Shot mortar rounds wont do anything if you are not operating the mortar.
as seen on this video: https://dl.dropboxusercontent.com/u/18485762/Fing%20Mortars%20how%20do%20they%20work.wmv
Now the problem with this is that the mortar would be semi-viable for condition engineers if you could shoot with the mortar then leave the mortar and throw grenades or shoot with a pistol while the mortar rounds would be flying towards the target.
Also if you re-enter the Mortar after caltrop shot has contacted the ground it makes the caltrops do damage again.
Try disabling hardware acceleration from the settings.
By : Right click the video → Settings… → Uncheck Enable hardware acceleration.