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Old Oct 27, 2005, 07:40 PM // 19:40   #21
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Yeah 4 secs on inactivity. You got to be nuts. I mean it like telling a monk he can only heal every 4 secs because his heals are too good. It's insane. I'd like them to remove the bug and/or delay. I agree with line of sight, but if rangers have a delay mesmers should to cause theier interupts can be devesting is used correctly (i.e. power spike once, power drain, watever the other one is, and power block)
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Old Oct 27, 2005, 07:43 PM // 19:43   #22
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Quote:
Originally Posted by John Waffletord
No, you're right, they don't.

The guy I quoted said the skill should read "..you are doomed by its activation time.."

That would mean mesmer interupts should have a delay too.
Quote:
Originally Posted by A User Name
Yeah 4 secs on inactivity. You got to be nuts. I mean it like telling a monk he can only heal every 4 secs because his heals are too good. It's insane. I'd like them to remove the bug and/or delay. I agree with line of sight, but if rangers have a delay mesmers should to cause theier interupts can be devesting is used correctly (i.e. power spike once, power drain, watever the other one is, and power block)

OMG!
Mesmer interrupts have *recast times*already and are spells that cost decent amounts of energy!
The only reason they can do it in quick succession is because they use different skills and use signets to recharge them.

Rangers have expertise to lower their cost significantly and most ranger interupts are attacks and have little to *no* recharge time.

*That* is why they put a delay beteen ranger interupts. And *that* is why Mesmers will not get the same treatment

And why would the quote 'you are doomed by it's activation time' mean that mesmers need delays for their interupts? I don't get that.

I agree that *not* being able to do anything after an interupt is stupid. Taht should be fixed but not taken away completely or people won't be able to PvP against them like before.
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Old Oct 27, 2005, 07:48 PM // 19:48   #23
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Quote:
Originally Posted by kawaii_bat
While rangers have expertise to lower their cost significantly and most ranger interupts are attacks and have little to *no* recharge time.

*That* is why the put a delay beteen ranger interupts.

And why would the quote 'you are doomed by it's activation time' mean that mesmers need delays for their interupts? I don't get that.
What are you, nuts? 10 second recharge for distracting shot, for example. Little to no my arse.

The delay was because the activation time of the interrupts was fast, like a quarter second. So if you had multiple interrupt shots you could flip out three or four in a second, causing massive spiking when combined with various preparations. What makes the most sense is if the delay occurs only between consecutive interrupts. For example, if I thwip out distracting shot followed by dual shot, the normal firing time for dual shot should be used, not the normal firing time + the delay. Having the delay between consecutive skills is tolerable, even if it makes less sense. What's totally nuts (and the main bug) is firing off an interrupt and standing there slack-jawed while the world attacks you.
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Old Oct 27, 2005, 08:12 PM // 20:12   #24
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they need to level their alpha testers
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Old Oct 27, 2005, 08:44 PM // 20:44   #25
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Theres no reason you should not atleast MOVE, and I think you should definitely be able to fire another arrow, with normal refire rates for your bow.

It was just meant to stop the stringing together of interupts.. for instance 8 rangers with kindle + 3 interupts doing 1000+ dmg in 2 second timeframe.
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Old Oct 27, 2005, 08:57 PM // 20:57   #26
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As somone who usually plays a monk, I really hate interrupt rangers. So let me just take this opportunity to say:

HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
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Old Oct 27, 2005, 09:00 PM // 21:00   #27
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Quote:
Originally Posted by Rhys ap Llysgwr
As somone who usually plays a monk, I really hate interrupt rangers. So let me just take this opportunity to say:

HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
Don't troll the thread, that provided nothing worthwhile to the discussion.

Rangers have always been the underdogs, besides you should be more worried about Memsers using Shutdown skills on you and fast casting interrupts.
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Old Oct 27, 2005, 09:21 PM // 21:21   #28
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It all makes sense now. Not being able to move after using an interrupt.... because bow interrupts are definately being treated as "spells" The delay is being treated as casting time and therefore you can't move.

Also because they're being treated as spells, bow interrupts are going through evasive/blocking stances since they're being treated as spells rather than physical attacks. Ever notice how bow interrupts will always go through a defensive stance?

They really screwed up some skills lately...
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Old Oct 27, 2005, 09:35 PM // 21:35   #29
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Anet and people are making this problem much more complicated than it really is.

I don't mind the delay as it was intended, but obviously the bug with no moving or normal attacking will ahve to be adressed.

as I said Anet has made the alot more complicated than it needed to be. a simple sollution would be to change the skill description and function to the following


"If Distracting Shot hits, it interrupts target foe's action but deals only 1-13 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. all your skills are disabled for ½* seconds"

*insert the correct delay time here(I don't know since it's hard to tell)

this way the skill description will actually mention the delay, making it easier for people that don't keep up to date with all the update notes and new players aswell as to how the skill actually work. not only that but it also mentions the actual delay rather than the vague "added delay" making it much easier to gauge the downside to the skill. also having the skillbar being disabled in a similar fashion to a "markman's wager" miss, will give a much better visual representation of the downtime after using the skill. not only that but it will most likely also fix the current bug since anet won't have to rely on some odd after cast/shot animation that freezes the character in place...I mean they already have the skill mechanic working in a "markman's wager" miss and as far as I know such a miss doesn't prevent you from moving or attacking normally for the duration the skillbar is disabled. problem solved!
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Old Oct 27, 2005, 09:40 PM // 21:40   #30
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There's more...

Hello,

Thank you for contacting us.

I am transferring the information that you have submitted to our Quality Assurance team for further review. Someone will respond again if more information is required. However, if no further information is needed, your ticket may be set to "Closed" without any further correspondence.

If you have any further questions, please let us know and we will gladly assist you!

Kind regards,

The Guild Wars Support Team

(Response to following)

# Distracting Shot  Added a delay after skill is used before another can be used.

Sure, this works as advertised, however there's also a delay before you can do any non-skill activities as well. Including walking. This is obviously not what the description indicates and is either a bug or the description needs to be clarified. As it affects gameplay, it's a bug.
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Old Oct 28, 2005, 06:43 AM // 06:43   #31
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Uh, what is the big issue here? I play a ranger, and I use distracting shot and savage shot constantly in my skill bar. Sure my ranger stands around for a few seconds after each time, and I surely don't think it is as long as 4 seconds. It seems more like only 2 at most. At any rate, my ranger is still an effective interruptor and quite damaging and useful in general.

I would suppose Anet felt that ranger interrupts without the delay would make the ranger as interruptor too powerful. Putting the delay time before the shot instead of after would be bad, as with a ranger you also need to wait for the time it takes for the arrow to reach target. Compare this to a mesmer: there is no arrow travel time, but the mesmer skills have a longer recharge time. Much longer. So the ranger delay after the shot is just a way of trying to balance the game a bit.

Whether the delay is implemented as a blackout of all skills or a zombie stance of the character is maybe the issue. Anet decided on the latter. And this might be preferred over a skill blackout just for the sake of eye candy: its annoying enough seeing that skillbar go black and all that illusionary rotation as they recharge each time your pet dies and is rezzed.

Last edited by coolsti; Oct 28, 2005 at 06:46 AM // 06:46..
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Old Oct 28, 2005, 06:55 AM // 06:55   #32
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That's all good and fine... IF A.net would discribe the skill accurately!
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Old Oct 28, 2005, 08:37 AM // 08:37   #33
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Quote:
Originally Posted by RTSFirebat
That's all good and fine... IF A.net would discribe the skill accurately!
Agreed. Should be:

"If Distracting Shot hits, it interrupts target foe's action but deals only 1-13 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. Your character goes comatose for x seconds while admiring the brilliance of its performance."
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Old Oct 28, 2005, 08:57 AM // 08:57   #34
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Quote:
Originally Posted by coolsti
Agreed. Should be:

"If Distracting Shot hits, it interrupts target foe's action but deals only 1-13 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. Your character goes comatose for x seconds while admiring the brilliance of its performance."
Let me add to that

"If Distracting Shot hits, it interrupts target foe's action but deals only 1-13 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. Your character goes comatose for x seconds while admiring the brilliance of its performance. Also you have a 30% chance of shouting "In your face dude" while two warriors beat you death as you stand about watching the world go by"

hehe
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Old Oct 28, 2005, 05:01 PM // 17:01   #35
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Or .... maybe we can have rangers hanging in mid air while waiting like the eles do before their metoer storm is cast.
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Old Oct 28, 2005, 05:05 PM // 17:05   #36
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Quote:
Originally Posted by quickmonty
Or .... maybe we can have rangers hanging in mid air while waiting like the eles do before their metoer storm is cast.
If you want rangers hanging in the air for the 1/4 second it takes to fire an interrupt, sure... but it makes no sense.
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Old Oct 28, 2005, 07:00 PM // 19:00   #37
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Bugged.

/signed.
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Old Oct 28, 2005, 07:07 PM // 19:07   #38
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I messaged GW Support about the topic. Here's a copy-paste of the correspondence -

My question:
I understand the motivation for introducing a delay for rangers between using *skills* after an interrupting shot, like Distracting Shot, Concussion Shot, etc. Chaining interrupts is not how they were intended to be used. However, any ranger now, post-9/29 skills update, who fires an interrupt arrow is frozen for the length of the post-interrupt delay. The update log on Thursday, September 29 reads as follows for Distracting Shot (and similarly for the rest of the updated interrupting bow attacks):

Distracting Shot – Added a delay after skill is used before another can be used.

From what I gathered from that description, a ranger's skills should be unusable for .75 seconds (which I believe is the "aftercast" of other spells and Mesmer interrupts), or however long the "delay" is, but he should still be able to move and fire normal arrows, which seems not to be the case. Was the intent of the added delay to freeze a ranger entirely, or just freeze his skill use?


ArenaNet's response:
Hello,

Thanks for contacting the Guild Wars Support Team.

We appreciate you taking the time to submit your report. Our development team is aware of the issue you described. While at this time we do not have a specific time frame for a fix to this issue, you can be certain that it will be addressed. You may wish to periodically check http://www.guildwars.com/news/gameupdates.html for the latest update notes.

It is important to note that we are unable to replace or restore lost items, characters, or experience. Thankfully, instances of such loss are extremely rare, but in any case, we cannot perform any sort of restoration.

We apologize for the inconvenience, but are thankful for your assistance in helping us solve this issue.

Regards,

The Guild Wars Support Team
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Old Oct 28, 2005, 09:33 PM // 21:33   #39
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Traps

either make then have a % chance to hit teammates as well

or

casting one trap makes them all recharge

because they are pretty abusive in tombs
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Old Oct 28, 2005, 09:40 PM // 21:40   #40
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Quote:
Originally Posted by MSecorsky
I've also never seen an ele finish casting then being requried to stand there and admire his work. Yet you call rangers stupid.
They do this after every spell, its called an aftercast.

Also, as far as skill descriptions are concerened there are a ton that could stand to get updated. All of the mesmer interupts for instance. Power block should read "If the target is casting a spell, all skills of that attribute line are blacked out for x seconds. The blacked out condition interupts the current skill action and cannot be removed." Instead of it implying that the effect is conditional to the interupt and only affecting spells, which it doesn't, and affects every skill in that selection.

Last edited by Phades; Oct 28, 2005 at 09:48 PM // 21:48..
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