Oct 03, 2005, 07:54 PM // 19:54
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#21
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Master of Beasts
Join Date: Jul 2005
Guild: Servants of Fortuna [SoF]
Profession: R/
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Just because I asked which you prefer doesn't mean they are the only two options... if you'd actually continue reading the rest of my post you'd see that my point was that they both behave differently, and neither one seems natural.
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Oct 03, 2005, 08:06 PM // 20:06
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#22
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Furnace Stoker
Join Date: Jun 2005
Location: So Cal
Guild: The Sinister Vanguard
Profession: Me/
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You should be able to fire bows while moving, although with reduced accuracy (tied to expertise?).
Not being able to move after firing... that's an obvious bug.
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Oct 05, 2005, 02:13 AM // 02:13
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#23
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Desert Nomad
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Quote:
Originally Posted by User Name
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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You cant move durring the after cast of a spell either. The actual duration following the use follows the logic along the lines of a normal bow refire time, if the activation time is added in.
You can activate any stance while mid casting, this bow attack should be no different. You can even activate stances while knocked down.
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Oct 05, 2005, 02:34 AM // 02:34
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#24
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Wilds Pathfinder
Join Date: Jun 2005
Location: Chicago
Guild: Idiot Savants [iQ]
Profession: Mo/
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i feel that they need a greater time until you can fire another arrow. this is because ranger spike is still working effectively and fotm builds are soooooo annoying.
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Oct 05, 2005, 04:31 AM // 04:31
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#25
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Wilds Pathfinder
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imagine the interupt as a shot that is backwards of a normal shot, you have no "loading" time but you have a "afterloading" time.
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Oct 05, 2005, 10:26 AM // 10:26
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#26
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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 romO
i feel that they need a greater time until you can fire another arrow. this is because ranger spike is still working effectively and fotm builds are soooooo annoying.
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That was never the reason for the supposed nerf anyways. Rather, the skills were changed because they were abusive and not working as intended. Whether or not they are effective or FOTM has nothing to do with it.
Now, if they were FOTM because they were brainless, required no skills, and anyone not running it or a very specific counter to it would get utterly smashed, then it might be a different story. That, however, is not the case.
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Oct 05, 2005, 05:20 PM // 17:20
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#27
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Wilds Pathfinder
Join Date: Jun 2005
Location: Chicago
Guild: Idiot Savants [iQ]
Profession: Mo/
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Quote:
Originally Posted by Jenosavel
That was never the reason for the supposed nerf anyways. Rather, the skills were changed because they were abusive and not working as intended. Whether or not they are effective or FOTM has nothing to do with it.
Now, if they were FOTM because they were brainless, required no skills, and anyone not running it or a very specific counter to it would get utterly smashed, then it might be a different story. That, however, is not the case.
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well its partially true. it doesnt take all too much skill to pull the ranger spike off. if they are intelligent enough to run read the wind instead of kindle, there really isnt that good of a counter to it. its just kind of ironic that most any build can beat iway, except it is hard to do with ranger spike. so basically the build that beats everything loses to the build that beats nothing.
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Oct 05, 2005, 05:44 PM // 17:44
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#28
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Ascalonian Squire
Join Date: Apr 2005
Location: Australia
Guild: AvA
Profession: W/R
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Whether its a bug or intended its not good they keep nerfing the ranger everytime time a patch comes out, standing for 1.5 seconds after doing a shot is not realistic since there is a cast time on your next skill and that is suposed to be the time to prepare a skill, its like having permanent knockdown after evey shot.
You must get into some noob iway teams. the only thing iway cant do is hold the hill against "good" teams, today i gained something like 35 fame just from iway, around 6 times we beat guilds ranked higher than 300 one was ranked 10. even when we came up against teams that had just won HoH we held out for a long time.
the only people that complain against iway are the teams that loose to them, otherwise why would you get sick of getting easy fame.
Last edited by Saladin; Oct 05, 2005 at 05:53 PM // 17:53..
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Oct 06, 2005, 12:11 AM // 00:11
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#29
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Beta Tester
Join Date: Jan 2005
Guild: Carebear Club
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This is intended behaviour. It has been implemented in exactly the same fashion as caster aftercasts, with the reasoning being that these skills act more like spells than attack skills. Don't expect that to change anytime soon.
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Oct 06, 2005, 01:20 AM // 01:20
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#30
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Krytan Explorer
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Is aftercast important?
Obviously in the case of spamming three halfsecond skills back to back its ok, but beyond that....?
I guess what Im really wonding is..
On a skill per skill bases, some skills may need pausing between the next skill or brakes in attacking, but; how does immobalizing a person after using skills help balance the game?
And if it is so important, shouldnt skill discriptions read:
Cost: 10 | Cast: 2 | Aftercast: 1.25 | Recharge: 20
So that way, you know if you use this skill, your pretty much as good as on your ass for second or two afterwards.
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Oct 06, 2005, 02:24 PM // 14:24
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#31
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Frost Gate Guardian
Join Date: May 2005
Location: Brooklyn, NY
Profession: R/Me
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I'll say it's a bug. If anything unfair.
Rangers were the most underated class when the game first shipped, even 2 months afterwards. Now they get nerfed like bitches? Haha.
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Oct 06, 2005, 03:19 PM // 15:19
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#32
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Wilds Pathfinder
Join Date: Jun 2005
Profession: Mo/
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Only people who suck at Ranger or only like Professions with abusable skills that anyone with half a mind can exploit think Ranger got "nerfed".
The buff to interupt skills casting speed got abused with preparations. They were not intended to be used like a bunch of spammable Quick Shots that also interupt as a bonus.
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Oct 06, 2005, 03:22 PM // 15:22
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#33
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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 Sanji
Only people who suck at Ranger or only like Professions with abusable skills that anyone with half a mind can exploit think Ranger got "nerfed".
The buff to interupt skills casting speed got abused with preparations. They were not intended to be used like a bunch of spammable Quick Shots that also interupt as a bonus.
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I didn't start running an interrupter until after the changes, really, I don't see much problem with the delay at all, aside from the fact that you should be able to shoot and scoot. The delay before you can lift your leg even is a bit too far.
Interrupters... we stop 'em, you chop 'em.
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Oct 06, 2005, 03:32 PM // 15:32
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#34
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Ascalonian Squire
Join Date: Sep 2005
Guild: Vault Thirteen
Profession: R/N
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My primary character is an R/N, and I'd have to agree that interrupting was probably unfairly easy before because you could equip 3 interrupt shots and mash the buttons to fire 3 arrows in quick succession. Now, you have to watch the new opponent skill activation progress bar and deliberately time your shots to interrupt successfully.
The only problem with this is that it makes it nearly impossible to interrupt the use of skills/spells that have short activation/casting times. I guess this makes Choking Gas more useful though (except it only works against spells from what I remember).
As for the cooldown issues (which I realize is the main point of this thread), I haven't noticed them because I mostly play PvE and stay between the healers and the tanks where I can concentrate on watching the enemy skill activations instead of having to worry about evading enemy attacks. If it's really the case that you can't move after firing an interrupt shot, then that's probably a bit extreme and should be addressed. The 1.25 second cooldown time isn't that bad though.
Also, can you use pet attacks during the interrupt cooldown now that they've made them work like shouts? (I don't really use pet attacks so I haven't tried) What about stances?
Hopefully this will be tweaked for the better, but if it isn't I'm sure we Rangers will adapt.
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Oct 06, 2005, 03:33 PM // 15:33
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#35
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Wilds Pathfinder
Join Date: Jun 2005
Profession: Mo/
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Yeah, I know after the update Rangers have been my bane as a caster given that interupts are a lot less of a matter of luck/guesswork and now more about actual timing.
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Oct 06, 2005, 03:38 PM // 15:38
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#36
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Lion's Arch Merchant
Join Date: Sep 2005
Location: garden of the gods, CO
Guild: Over Powered
Profession: N/
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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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der.....
ok, the refire rate is around 1.25 seconds.
you use quick shot...
1.25 seconds later you fire another arrow.
to sumarize...
the refire rate is 1.25 seconds. you fire quick shot (an arrow attack). 1.25 seconds you fire another arrow (or whatever the exact refire rate of your bow is).
where is the bug?
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Oct 06, 2005, 03:41 PM // 15:41
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#37
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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 Hanuman li Tosh
der.....
ok, the refire rate is around 1.25 seconds.
you use quick shot...
1.25 seconds later you fire another arrow.
to sumarize...
the refire rate is 1.25 seconds. you fire quick shot (an arrow attack). 1.25 seconds you fire another arrow (or whatever the exact refire rate of your bow is).
where is the bug?
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1.25 secs before you start any other whatever. You stand there counting dandelions.
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Oct 06, 2005, 03:43 PM // 15:43
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#38
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Ascalonian Squire
Join Date: Sep 2005
Guild: Vault Thirteen
Profession: R/N
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Interesting to hear from the other side of things that Rangers are more effective at interrupting now. I'm guessing it's because the update has made it so that the big spells with long activation times are the ones more often interrupted now.
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Oct 06, 2005, 03:49 PM // 15:49
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#39
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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 Hanuman li Tosh
der.....
ok, the refire rate is around 1.25 seconds.
you use quick shot...
1.25 seconds later you fire another arrow.
to sumarize...
the refire rate is 1.25 seconds. you fire quick shot (an arrow attack). 1.25 seconds you fire another arrow (or whatever the exact refire rate of your bow is).
where is the bug?
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Sigh...
Ok try it out yourself... I did again today.
Fire off Punishing Shot or whatever and watch your ranger stand there and do nothing for a few seconds.
Now fire off a normal shot and wait for another one... the time is not the same.
Quote:
Originally Posted by Pharalon
This is intended behaviour. It has been implemented in exactly the same fashion as caster aftercasts, with the reasoning being that these skills act more like spells than attack skills. Don't expect that to change anytime soon.
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Again how do you know this is the case? Here are the distription of the update:
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.
Take not of how it say skill, not ATTACK. I cannot use other skills which is correct, but why can't I do anything for that matter like fire off normal attacks. I think your wrong.
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Oct 06, 2005, 03:50 PM // 15:50
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#40
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Lion's Arch Merchant
Join Date: Sep 2005
Location: garden of the gods, CO
Guild: Over Powered
Profession: N/
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Quote:
Originally Posted by MSecorsky
1.25 secs before you start any other whatever. You stand there counting dandelions.
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thats the actual nerf itself. op was saying it (the nerf) was bugged. i was explaining how it wasnt bugged. if you want to debate the legitimacy of the nerf(s) be my guest. i dont agree with most of it either.
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