Showing Posts For Immersturm.6097:
Perhaps this is just me, but I openly want races like the Skritt, the Hylek, and the Quaggan to be playable. The biggest obstacle, in my opinion, would most likely have to be the distinct lack of animation options that they have. Take the Asura dance, for instance—doing the robot up and down on a dock in Lion’s Arch, their ears twitching in time with their dance moves. The Quaggans, Skritt, and so on don’t have anything nearly as complex; hell, even in cutscenes involving them, all they do is move their mouths in time with their words (and awkwardly too, might I add).
Is it possible that they’ll be playable in the future? Absolutely—but only with a severe overhaul to their existing models, which sounds like ripe territory for any expansion.
Bugs
1) A Ranger using his main-hand axe skills (1-3) will cause his offhand weapon to disappear until the animation concludes.Not even just that. The back item disappears as well while throwing an axe.
Really? I usually play my ranger with the back item’s appearance disabled. Thanks for pointing it out.
Bugs
1) A Ranger using his main-hand axe skills (1-3) will cause his offhand weapon to disappear until the animation concludes.
2) The “Hornet Sting” ability (Main-hand Sword skill 2) will always result in a rolling animation, but will not always result in the correct distance, regardless of being crippled, chilled, immobilized, or undamaged.
3) The “Counterattack” ability (Greatsword skill 4) does not result in a knockback. The affected target will be knocked down as though they were knocked back, but they remain precisely where they were beforehand.
Opinions
4) Using the “Ricochet” ability (Main-hand Axe skill 1) will always cause the character to grunt in response. It’s acceptable for the other abilities, but it gets ridiculous hearing my Norn sound like a tennis player with every attack.
5) The male Norn animation for the Sword combo of Slash-Kick-Pounce appears overly exaggerated (if not outright physically impossible for any living being bound by the laws of friction) and should be altered.
Regarding issue 3—This could just be an issue with Norn Rangers, as their size really makes the animation look silly, but I haven’t tested this with Rangers of other races.
Bear in mind that I’m not a gaming expert, nor am I a wiz with electronics. Maybe this was put in the right place, maybe not, but here goes.
I have some animation/graphical issues with the Ranger. They aren’t game-breaking, but they are annoying.
1. Utilizing an axe in your main hand elicits a response grunt with every autoattack.
This shouldn’t happen. It just shouldn’t, I think. I mean, my character sounds like the world’s most intense tennis player with every chucked axe—it’s cool for skills 2-4 (it doesn’t play on skill 5), but for there to be a grunt with every activation of skill 1…it’s just a bit much.
2. Utilizing an axe in your main hand causes whatever you were holding in your off-hand to vanish and reappear with each animation involving the right hand (attacks 1-3).
This doesn’t happen to other professions. Warriors don’t lose their shield when using a mace, Guardians don’t lose their focus when using a scepter, so why should a Ranger lose their torch when using an axe? Which brings me to a sub-point: while the torch disappears upon the activation of an axe skill, the light it provides remains clearly visible.
3. Attack animations with one-handed swords should be changed.
There. I said it. Have you ever seen a Ranger use a one-handed sword? It’s ridiculous—a standing slash to a dropkick to a leaping slash all in the span of 1.5 seconds. It’s nonsensical, unless my character somehow doesn’t have bones and can move his legs from out in front of him to behind him without touching the ground. There’s even another kick animation that’d serve better and help clear up this issue, the one that Engineers get for their Rocket Kick ability. Keep the activation times, keep the range, keep the stats, just please please PLEASE change the animations so that I (and my fellow group members) can take my character seriously again.
Anyone remember the turrets from the Order of Whispers mission “Critical Blowback?” Comparing them to the current turret models, it seems as though the standard engie turret isn’t nearly as impressive. Any thoughts on why one was chosen over the other?
Recently, the Engineers had a decrease on their Flame Turret ability cooldown, as in they were able to set down Flame Turrets with increased speed. However, when utilizing the “Deployable Turrets” trait (Tools, V), the cooldown is stated to be 40 seconds.
After timing the cooldown with and without Deployable Turrets, I can confirm that the error is more than a simple labeling issue: the cooldown on Flame Turret with Deployable Turrets actually IS 40 seconds, not 25.