Showing Posts For Urvanis.2985:
Well I do have to say this seems pretty lazy on their part, even if it is some sort of overexertion on resource(which I find hard to believe), they should seek an alternative. Something like this is just all too common of an event to write off as a minor issue. But then again there are known bugs still in the game since beta, so what really can I expect.
I thought about deleting my main. I made a thief as my main because I saw the could use a shortbow, I like to main an agile melee ranged hybrid class. Then I saw that rangers could be nimble with a bow and melee weapons, as well as have a raven pet. If they would ever make a class change cashshop item, I’d probably do it. But I don’t want to reroll him, find out out I don’t like ranger, than have to reroll him again.
First of all, I play from Hawaii so my ping is 150-200 to Texas, and my first character was a thief, second a warrior. Until I rolled my engineer I thought this game had pretty good netcode. I found that with ranged attacks, skills will just go on cooldown if your target is close to you, or if you make a quick turn before attacking. its as though the server will consider your target out of los. Worse yet, the skill doesn’t even deploy if its canceled in this manner, so you can’t turn attacks around that have cast bars if you lose facing like with melee, or miss your intended target and hit something else. sometimes it’ll only go on a 4 second cooldown rather than normal cooldown as though interrupted. With melee I don’t have these issues. I just get the normal delay in skill activation with my ping.
I also noticed that when blind, using a ranged attack at nothing doesn’t remove it, like it does with melee. with which i concluded that ranged attacks use a whole different mechanic than melee attacks. Target based was my first guess, but none piercing ranged attacks can be intercepted. So I’m not sure how it works, but I do know that whatever the difference is between it and melee, makes it severely hindered with a higher ping.
A market without undercutting is essentially price fixing.
The problem isn’t macros, the problem is viable character builds that are so simple that a macro works.
As is, playing to win and playing for a high score are on 2 different ends of the spectrum. too many times do I see 3 or 4 people trying to finish off a downed thief or mesmer delaying their death when 1 would suffice. or 4 people capping a point with no one attacking it. It would always piss me off when I’d take down 1 or 2 people on a cap point and start to cap it, and see a teammate run up and stand in the cap zone rather than advance to another point to be taken. Then I realized, how can I blame them. when the pvp currency is based entirely on this kind of gameplay.
I suggest team wide point systems rather than player based. I know this means that poor performing players get a ride, but the current system gives poor performing players a ride, and discourages decent or good players from playing as a team.