Showing Posts For zcoob.9105:
well, they said that it wasn’t a bug but game design and they don’t have a plan to fix it anytime soon. why? i have no idea, it’s really really frustrating.
edit: although there were quite a few suggestions on how to “easily” change the skill into something that doesn’t have to work against their pathing system.
i think they don’t want to bandaid every skill that doesn’t function properly because of their systems limitations ( ileap, engineers magnet, guardians greatsword pull and probably a few others ) and i can understand that. however the response from the arenanet guy was beyond ridiculous, ofcourse it is a bug as i doubt it should function the way it does at the moment. if he would explain to us what the real problem is we might not be as upset. and for the “it’s a NPC/AI pathing issue” i can only call bullkitten since engineers magnet doesn’t pull NPCs but players and they get stuck halfway through the pull too.
i really hope they will do something about this and prioritize bugfixing over whatever else they have on their todo list.
i’m not entirely sure what the pathing issue really is but i doubt people would get upset if the pulled XY warps through the ground for a short time if it makes the skill work.
the “let the clone spawn near the target” suggestions is probably the best for iLeap but doesn’t help the other skills that are affected by this pathing problem.
other classes also suffer from the uneven terrain issue. engineer’s magnet or guardians greatsword #5
not sure if they would fix 1 skill and leave the others bugged. i sure hope they manage to fix all of them soon
maybe i’m blind, but i think you forgot to post a link, ofcourse it seems to be in your signature but having it in the thread would probably help.
this is working as intended as far as we know so you cannot stack a lot of swiftness by running through it multiple times. i’m not sure why they wouldn’t at least let it apply 1 duration of swiftness though.
shameless bump to keep this on first page
what? i’m not even sure if you are serious or not. i said that damage wise it shouldn’t be as good as the warrior ability, nothing else. you quote and bash me. the only one who didn’t stay on topic in this thread was you by bashing me for ??? reason
so why should a fire and forget NPC deal the same damage as a warrior that has to go in?
yes thanks for adressing the missing cripple so quickly. however arenanet needs to talk to us about #3 a little more, if they plan on doing ANYTHING with the skill or just leave it as it is. i think we had some options on how to approach the skill in a different way in this thread.
it’s probably not very hard to prevent that. you cannot blink up a tower either, so to make you not able to swap with a clone that is inside a tower shouldn’t be insanely difficult.
if you cannot manage to fix #3 then change it to something that functions in the same way instead of not doing anything about it. let the illusion spawn next to the enemy and apply the cripple or something similar. but blaming your “system” and not even try to work the flaws out is unacceptable.
i actually had to edit this to make this even more clear. if you design something and expect it to only work sometimes ( not very often as the wvwvw maps aren’t flat ) then don’t put it in at all. who thought of that? that’s like constructing a car which brakes only work 30% of the time and tell my customers ( lol ) “deal with it”.
edit number 2:
if you don’t plan on fixing #3 please edit the tooltip to “only works reliably on flat terrain. use at your own risk otherwise”.
(edited by zcoob.9105)
i disagree with daishi quite a bit, 600 range is enough. and a 9 sec criplle isn’t needed either. the skill is fine as it is supposed to be atm, if it worked 100% of the time. the skill guarentees you a blurred frenzy and a 3 clone shatter which is really strong, no need to buff the ability into OPness. just fix the problem iLeap has and sword+X should be alot more fun than it already is.
it has been like that since release or even beta i believe, not sure if it’s intended or not. a response from an arenanet guy would be appreciated.
you have a typo in #3 it’s pathing not patching.
anyway please arenanet fix this, it frustrates me like nothing else in this game when i miss out on a kill because my illusion doesn’t reach my target because of horrible pathing issues.
the problem isn’t that the clone doesn’t snare or immobalize on swap, the problem is the clone reaching the target if your target isn’t on the same z coordinate as you are ( meaning if he is above or below you ), the clone just spawns does his charge but actually just moves like 1 step and stops. THAT is the whole problem with the skill, and it is incredibly annoying.
the problem is the pathing of NPCs not the pathing of players.
i think he is refering to the missing “combo finisher: whirl” for the izerker. however the izerker is still a combo finisher even with the missing tooltip info.
but it would fix it, the pathing problems won’t get fixed anyways… and if they would let the clone teleport it would at least work 100% of the time.
they could just change the skill so that the illusions spawns next to the target and snares it, not sure why they just let the skill fail so often.
what we found is that if you are lvl 1 and the other 4 are level 2 you need to open the instance, otherwise you won’t get credit for lvl 1 finish. i guess it’s a bug.
This usually happens when you use it to break stuns, especially knockdowns. I guess it’s a bug, but since illusionary leap is bugged for like forever i doubt it’s high up on their todo list.
really really annoying bug right here. please fix this, i really don’t want to buy a lvl 60 backslot item …
You got just same problem is mine. That delay bug is present when you don’t have 5-point minor trait in Inspiration, called Vengeful Images.
Try it in Mists.
thanks for this.
i wonder what the bug is, the earlier attacking or the short waiting period before the attack …
i would certainly love some progression, even if it was only titles. i would like to be recognized as <servername><WvWvW title> instead of just <servername>invader/defender. there also should be more statistics imho like solokills, wvw deaths etc. i am not sure why they put so many achievements in but left out key ones.
i don’t think you need to get much/anything at all statwise from being higher wvw rank, the lone fact that people can see you played well/much is probably enough for most older players who come from daoc or whatever other game that had pvp progression. one key thing though would be that the highest rank would be almost unattainable. it would really suck if everyone and his mother would be grandmasterfunkdoguberguy after 3 months.
sorry gelgora but that is just a stupid argument and you hopefully know that. there are different playstyles in every game and just because you don’t like running around with 4 other friends and enjoy zerging more doesn’t mean we have to. and fact is, the downed state as it is atm is not very well though through for WvWvW ( might be for sPvP )
absolutely. i can understand that insta death would be a little too much to ask, especially with sub 80s going down fairly quickly to someone with full exotic gear. but the ability to negate a stomp by the downed player really has to go.
they can let downed state in but remove the number 2 and 3 abilities. it’s ridiculously hard to finish someone if they can just port away or fear you or whatever else there is. let them have the self heal and actually require teammates to do something. i wouldn’t mind the big HP pool either if i could actually finish a downed thief instead of having to run away because i know he’ll teleport away and his friends(zerg) show up.
The problem is, if you cannot finish a group “fast” there will be reinforcements, with the maps being fairly small and basically everything is next to some spawn.
Hi,
i really enjoy WvWvW atm and running around in a small group or full group away from the big zerg (partly because my computer can’t really handle the big zerg stuff). And i also like that there are objectives that you can easily take with 2-5 people like supply camps or killing Dolyaks, etc.
However what i really dislike is downed abilities number 2 and 3 for most classes. An example would be 3 people engage on 5 or 6 people and manage to down 3 of them, they don’t have time to really finish them without taking alot of damage and it would be unwise to finish for example a thief or mesmer because they can just teleport away. I do realize that these abilities might work in sPvP but in WvWvW i think the damage ability and self healing ability are enough and would make for a better experiance for small groups. I doubt it would change alot for zerg fights.
Please discuss.