Bladetrail huge damage BUG - all info how to replicate it
in Warrior
Posted by: Interpret Interrupt.3824
Did not go through every post here but I wanted to comment on the bug.
The game thinks you are building damage up like a 100lb series on one target. So it treats every hit as if it were the same target and the damage number is simply adding up. However, you are actually hitting multiple targets so the new damage strikes a different foe each time.
This may actually be a very difficult bug to fix because it would require a reworking of how damage displays in order to isolate the issue.
That is it. Feeling too balanced. After much thought over what is really different I have finally nailed it. We have no deep wound mechanic. That sealed the melee approach in gw1 as it was such a strong condition. without it, melee range just seems very risky.
What is the risk reward vs ranged damage?
But deep wound yes the best condition and well missed.
Just imagine knocking off 20% health and reducing the effect of heals.
This is a human nature issue. Do not take it to heart. People will complain because they cannot beat it everytime.
If you ran a build that got you destroyed everytime, I am sure you would not see any of those messages.
The issue is many of our traits force certain builds. I would have liked to have seen traits that just overall give general boasts to your gameplay. You can probably go though 9-% of our traits and name the weapon specifically it was created for.
But we do need more condition targeting traits since our main removal took a nerf mending.
Stacking tokens…
will stunbreak not working with blowouts/knockbacks ever get fixed?
in PvP
Posted by: Interpret Interrupt.3824
You must wait until you land from a blow back or it has no effect. I think it is inline with an earlier poster about using skills in the air.
I think about it like this, when you break a stun, you had to suffer the stun first.
So in order to break out of a launch or blowback, you have to suffer it first.
I think it has had something to do with the Halloween patches. This issue started with me shortly after the events first rolled out on the 22nd I think.
I will get massive frame rate drops for no reason mid games.
Bulls charge started right next to a target will do the charging animation as if traveling to the target although you are already next to it. The resulting hit comes after the charge channel which is a max of like 1.5 seconds I think. Whatever the amount of time it takes to cover the range of the skill.
Is there anyone against rankings???
Things have been MUCH MUCH worse after the paid tourny update
in PvP
Posted by: Interpret Interrupt.3824
The point of steep cost is to deter flooding of lower skill level into paid and depreciate the value of QPs. It is like GvG in GW1, everyone could do it, and you can with free, but only after you obtained enough rating did you start to earn title points or even want to do automated tournaments.
The point being that gw has never really had a mid level. It has always been the best and then the rest in a group. Plenty of organized teams still do free and it can be a big challenge still. A separate queue like random arenas for tourny would solve the pug issue.
As far as ticket cost for paid tourney, if you are having trouble funding the cost, then I think you probably shouldn’t be doing paid in the first place. 2 months and you don’t have 5 tickets at least stashed from free tourney. plus if you lose, you get back most of them anyway.
But then you would just farm orbs directly and not bother with trying to get the other items
Not sure if fun, or just extra work to counter good players using the dual bunker & mesmer setup.
So this is not written on the skill tip, but it was written on the dodging page of wiki. So I tested this with a guild mate and found that when chill was applied, you could still dodge. However, if you already have chill on you, it appears that you cannot dodge.
We tried several scenarios using the weapon swap chill:
Apply chill and immediately dodge:
Was able to perform two successive dodges in a row
Apply chill and wait 1 sec:
Was unable to dodge until chill ended
It appears caster chills of long duration prevent dodging.
I am not sure if it is a bug or if it is not supposed to stop dodging, but I am just looking for clarification from AN themselves.
Bump please. After reading the information and running a few tests myself the situation is as such:
Canceling the banner before it is halfway casted will put it on the short interrupt cooldown.
Canceling after the halway cast point will complete the animation, game sounds, and light up the ground, but no banner will be summoned. The buffs do not occur and the skill is placed on the full cooldown.
It used to be you could zoom out while downed and see who is attacking you.
Now post update, the camera is practically glued to your body and it is much harder to see who is coming to kill you.
sigh…