Oct 03, 2005, 03:10 PM // 15:10
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#1
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The Humanoid Typhoon
Join Date: May 2005
Location: UK
Guild: Servants of Fortuna [SoF]
Profession: R/
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I've come across a Ranger rated bug...
When the devs made this change the seems to have created a annoying bug of sorts for Rangers...
Quote:
Distracting Shot – Added a delay after skill is used before another can be used.
Savage Shot – Added a delay after skill is used before another can be used.
Concussion Shot – Added a delay after skill is used before another can be used.
Punishing Shot – Added a delay after skill is used before another can be used.
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Basically it does work, you cannot use another skill for 1.25 seconds and intended... however, you also cannot ATTACK!
Seems indirectly they bugged it so after using any of these spells your Ranger will simply stand there and do nothing, you can't even fire off normal shots
What be the best course of action to have this looked into? E-mail A.net support? use the /bug function? both?
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Oct 03, 2005, 03:17 PM // 15:17
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#2
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Furnace Stoker
Join Date: Jun 2005
Location: So Cal
Guild: The Sinister Vanguard
Profession: Me/
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Quote:
Originally Posted by RTSFirebat
When the devs made this change the seems to have created a annoying bug of sorts for Rangers...
Basically it does work, you cannot use another skill for 1.25 seconds and intended... however, you also cannot ATTACK!
Seems indirectly they bugged it so after using any of these spells your Ranger will simply stand there and do nothing, you can't even fire off normal shots
What be the best course of action to have this looked into? E-mail A.net support? use the /bug function? both?
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I've noticed that too, can't even fire off a plain old generic arrow. Needs to be reported to tech support for aNet, definitely.
Ideally, the delay should only affect consecutive interrupt skills, which would allow you to alternate, for example (and still prevent the mass damage spam) and avoid the penalty.
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Oct 03, 2005, 04:25 PM // 16:25
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#3
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Master of Beasts
Join Date: Jul 2005
Guild: Servants of Fortuna [SoF]
Profession: R/
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I really don't see the problem, as it seems to be very similar to a refire rate anyways (before such things as Tiger's Fury). The interrupt isn't meant to take a fraction of a second total and quickly be gotten out of the way so you can get back to your normal attacking. Interrupting is a job in and of itself, just like damaging. If you're using attack skills with enough frequency to be worried about the "aftercast" on your interrupts slowing you down, then you're not going to be a very effective interruptor. While an interrupt skill will cancel a normal attack to execute immediately, another skill will complete before your interrupt skill can be used. The two aren't meant to compliment each other well within the same build. Think of it as a incentive to use your interrupts wisely, rather than as an afterthought tucked into a different build.
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Oct 03, 2005, 04:43 PM // 16:43
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#4
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Jungle Guide
Join Date: Apr 2005
Location: Wales, UK
Guild: Devils Scorpions
Profession: W/E
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yea, I dont think thats a bug, I think that was intended.
It represents the extra effort required to disrupt something... kind of like recoil.
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Oct 03, 2005, 05:19 PM // 17:19
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#5
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The Humanoid Typhoon
Join Date: May 2005
Location: UK
Guild: Servants of Fortuna [SoF]
Profession: R/
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Quote:
Originally Posted by Jenosavel
I really don't see the problem, as it seems to be very similar to a refire rate anyways (before such things as Tiger's Fury). The interrupt isn't meant to take a fraction of a second total and quickly be gotten out of the way so you can get back to your normal attacking. Interrupting is a job in and of itself, just like damaging. If you're using attack skills with enough frequency to be worried about the "aftercast" on your interrupts slowing you down, then you're not going to be a very effective interruptor. While an interrupt skill will cancel a normal attack to execute immediately, another skill will complete before your interrupt skill can be used. The two aren't meant to compliment each other well within the same build. Think of it as a incentive to use your interrupts wisely, rather than as an afterthought tucked into a different build.
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I think your a but confused. Its says you cannot use a skill till after some time has passed, which is 1.25 seconds.
It doesn't say anything about just normal arrows.
I'm not saying its bugged because you cannot use other skills like Tiger's Fury or Power shot, the issue is the fact you character just stands there and doesn't even do normal shots... that makes no sense at all.
If this is the way it meant to be, they need to change the discription or fix this annoying bug.
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Oct 03, 2005, 05:30 PM // 17:30
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#6
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Furnace Stoker
Join Date: Sep 2005
Location: Guild Hall, Vent, Guesting, PvE, or the occasional HA match...
Guild: Dark Alley [dR]
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Yes its true. I was playing around on my friends ranger and after a distracting or savage shot, it would not let you even normal attack. kind of dumb to take away your normal attack too
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Oct 03, 2005, 05:40 PM // 17:40
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#7
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Furnace Stoker
Join Date: May 2005
Guild: The Seraphim Knights [TSK]
Profession: R/
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Given that the fastest bow is the short/halfmoon, and it has a refire rate of 2 seconds, 1.33 seconds under tigers fury, I don't see a 1.25 second pause after firing an interrupting shot as being a bug. You fired an arrow, now wait for your bow to recharge (minimum of 1.33 seconds) and fire another arrow. I don't like the wait between firing and using a non-attack skill, but hey, if I was incharge, Rangers would be gods and Warriors would suck
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Oct 03, 2005, 05:45 PM // 17:45
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#8
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Lion's Arch Merchant
Join Date: Apr 2005
Location: http://sof-guild.com/
Guild: Servants of Fortuna
Profession: Mo/R
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Sounds like they just need to add an animation (like an after-cast) so that during this 1.5s the ranger avatar isn't just sitting there. I'd say he's preparing for his next "interrupt", etc.
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Oct 03, 2005, 05:47 PM // 17:47
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#9
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Krytan Explorer
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Good point, the skill description doesn't say anything about the fact that you can't even attack during that time. Bug or not, I don't think it was necessary to also stop the player from attacking their target. Disabling only the attack skills for 1.25 seconds would already have been more than enough to stop the spike damage.
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Oct 03, 2005, 06:01 PM // 18:01
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#10
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Academy Page
Join Date: May 2005
Guild: Servants of Fortuna [SoF]
Profession: E/Me
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Interesting observation. I'm not sure if it was intended or not, actually. I haven't played my ranger very much since the update, so I can't really comment on this.
However, I would like to know if this also happens to warriors or mesmers when they are interrupting. Once a mesmer casts a spell to interrupt someone, does he/she then have to wait 1.25 seconds before starting to cast another spell, or attacking with a wand? Seems like they should make it the same for all skills/spells that interrupt, not just ranger attacks. Maybe it already does that and I never noticed though.
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Oct 03, 2005, 06:03 PM // 18:03
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#11
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The Humanoid Typhoon
Join Date: May 2005
Location: UK
Guild: Servants of Fortuna [SoF]
Profession: R/
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Quote:
Originally Posted by Draikin
Good point, the skill description doesn't say anything about the fact that you can't even attack during that time. Bug or not, I don't think it was necessary to also stop the player from attacking their target. Disabling only the attack skills for 1.25 seconds would already have been more than enough to stop the spike damage.
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That would have made more sense...
I'm going to message tech support and see what they say.
Quote:
Originally Posted by Alana
Interesting observation. I'm not sure if it was intended or not, actually. I haven't played my ranger very much since the update, so I can't really comment on this.
However, I would like to know if this also happens to warriors or mesmers when they are interrupting. Once a mesmer casts a spell to interrupt someone, does he/she then have to wait 1.25 seconds before starting to cast another spell, or attacking with a wand? Seems like they should make it the same for all skills/spells that interrupt, not just ranger attacks. Maybe it already does that and I never noticed though.
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Well if that is the case then it should say that in the descriptions of all interrupt skills, ranger, warrior or otherwise.
Last edited by RTSFirebat; Oct 03, 2005 at 06:10 PM // 18:10..
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Oct 03, 2005, 06:25 PM // 18:25
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#12
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Lion's Arch Merchant
Join Date: Apr 2005
Location: http://sof-guild.com/
Guild: Servants of Fortuna
Profession: Mo/R
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Quote:
Originally Posted by Alana
Once a mesmer casts a spell to interrupt someone, does he/she then have to wait 1.25 seconds before starting to cast another spell, or attacking with a wand?
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A mesmer has a .75 "after-cast" that applies to interrupt spells. However, a ranger uses a bow, and thus another .5s of further "recovery" is warranted. Unlike memser interrupts (10en /w 20-25s recharge), the ranger interrupts are cheap due to expertise and recharge much faster. Mesmer interrupts, btw, have zero synergy /w the primary attribute of the class -- fast casting.
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Oct 03, 2005, 06:31 PM // 18:31
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#13
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Frost Gate Guardian
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I find it just fine.
And I do play interrupt.
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Oct 03, 2005, 07:19 PM // 19:19
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#14
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Master of Beasts
Join Date: Jul 2005
Guild: Servants of Fortuna [SoF]
Profession: R/
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Quote:
Originally Posted by RTSFirebat
I think your a but confused. Its says you cannot use a skill till after some time has passed, which is 1.25 seconds.
It doesn't say anything about just normal arrows.
I'm not saying its bugged because you cannot use other skills like Tiger's Fury or Power shot, the issue is the fact you character just stands there and doesn't even do normal shots... that makes no sense at all.
If this is the way it meant to be, they need to change the discription or fix this annoying bug.
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I'm not confused, but thanks for the concern. What I said still stands and holds for all attacks, not just attack skills. As someone else pointed out, the fastest bow refire rate is 2 seconds. That's from a shortbow, the bow that is usually associated with attacking. The bow that's best for interrupting is the Composite bow, which has a refire of 2.4 seconds. Now let's compare. 1/2 second "cast time" on your ranger interrupts + 1.25 "aftercast." That comes up to a total per-arrow time of 1.75 seconds. That's lower than an attack bow will generally get, and extremely much so lower than an interrupting bow will get. Now what basis is there for complaining that one is just "standing around" and not attacking? You'd do more standing around if you were just firing off your bow. However, since your character's animation stops for that 1.25 seconds, few people seem to be able to think past that.
In other words, the complaints are aesthetic rather than practical.
For comparison's sake, someone already pointed out that Mesmers do have an aftercast of their own, so I won't touch on that again. However, I will say that bringing up the Warrior's lack of a pause after interrupting is incredibly stupid. The ranger's interrupts (minus Distracting Shot, anyway) used to operate the same way warrior's currently do. That is, they have no cast time at all. No, that doesn't mean they're instant, that means that it happens at a normal attack speed. Your character's animation would continue on as normal, and whenever that next arrow hit, that was when you interrupted. It was very much inefficient. If Savage Shot and Punishing Shot still operated like that, not only would there be a greater "pause" after interrupting (albeit your character's animation would continue on smoothly), but your interrupt would come much, much slower after you hit the skill as well.
The point of giving these ranger interrupts a cast time was to make them actually usable with the bow's long refire times (in comparison to melee weapons). However, an unintended side effect was that the bow's refire rate could be completely bypassed. So what did ANet do? They tagged on an appropriate amount of time to the end of the interrupt so that the whole process takes about as much time as it would have before... only your interrupt comes earlier in the time frame, increasing your ability to actualy interrupt the skills your enemy is using.
...in short, it's not a bug. If you would take the time to analyze what's going on, you probably wouldn't even find it annoying.
Last edited by Jenosavel; Oct 03, 2005 at 07:30 PM // 19:30..
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Oct 03, 2005, 07:25 PM // 19:25
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#15
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Banned
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i also noticed that after using interrupt shots, my ranger cant move for some time.
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Oct 03, 2005, 07:31 PM // 19:31
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#16
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Furnace Stoker
Join Date: Jun 2005
Location: So Cal
Guild: The Sinister Vanguard
Profession: Me/
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Quote:
Originally Posted by tomcruisejr
i also noticed that after using interrupt shots, my ranger cant move for some time.
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I guess walking requires a bow cooldown as well.
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Oct 03, 2005, 07:34 PM // 19:34
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#17
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Banned
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Quote:
Originally Posted by MSecorsky
I guess walking requires a bow cooldown as well.
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rofl
it's another 'fix' that anet didn't know how to properly implement. They simply put a 'lock' on the character for 1.25 seconds...easy to implement...but not exactly they best way to do it. Your character should be able to move after firing an interruption shot. I can understand the cooldown for any type of attack(including normal attacks)...but the ranger can't move for 1.25 seconds after using an interrupt skill??? Anyone try using a stance(like whirling defense) right after the shot is fired? you SHOULD be able to do this...however, I have a funny feeling you won't be able to.
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Oct 03, 2005, 07:44 PM // 19:44
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#18
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Banned
Join Date: Apr 2005
Location: In my head
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Well, not being able to move is just dumb. That definately needs to get fixed.
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Oct 03, 2005, 07:45 PM // 19:45
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#19
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Master of Beasts
Join Date: Jul 2005
Guild: Servants of Fortuna [SoF]
Profession: R/
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Quote:
Originally Posted by User Name
Anyone try using a stance(like whirling defense) right after the shot is fired?
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It works perfectly fine.
Which do you prefer, the lockdown on movement for the duration the interrupt's skill time (cool-down is a part of a lot of skills, though generally associated with casters)? Or the way you can slide while still executing bow attack skills once you're past that critical half-way point (because the animation's still doing the skill, but the engine thinks you're free to run)?
I'd personally like to see those two switched, or both treated similarly with regards to movement.
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Oct 03, 2005, 07:48 PM // 19:48
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#20
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Banned
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Quote:
Originally Posted by Jenosavel
Which do you prefer, the lockdown on movement for the duration the interrupt's skill time (cool-down is a part of a lot of skills, though generally associated with casters)? Or the way you can slide while still executing bow attack skills once you're past that critical half-way point (because the animation's still doing the skill, but the engine thinks you're free to run)?
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why is there no third option for it to work properly? We MUST be ok with one of the two bugs simply because ArenaNet can't be arsed to do something correctly? Your ranger should not be locked in place after using an interrupt skill...it was simply the easiest way for ArenaNet to implement a cooldown.
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