Jun 02, 2006, 05:14 PM // 17:14
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#1
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Krytan Explorer
Join Date: May 2005
Guild: Clan Plus [Plus]
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Fix this assasssin bug please !
Hi ! I don't know where to post this so I'll just post it.
In "real life" when people "shadow step" somewhere, you're not supposed to know/hit the target since you don't know where he/she is. Remove the auto target after shadow-stepping since it's almost impossible to survive in alliance battles and some PVE places. And yes, I'm an experienced assassin since release and been playing for the top guilds and I know their weaknesses etc.
I mean, what do you think of when you get hit by an Earthquake after shadowstepping back 300 metres ? Is that possible ? I'd even say there's a "build-in" aimbot/aimhack by now.
I'll give you another example of what I mean. Let's assume you play CS/UT2k4/Quake3/Halo 2 or any FPS game. The enemies' shells/bullets are NOT suppose to hit you because you duck ?
One and last obvious proof. I hosted a scrimmage match against my guildmate ( ranger ) in order to really prove this bug. I let my friend who plays as a ranger, shoot me to 1-12 hp so he could kill me with 1 hit. I observed carefully and when he shoot the arrow I shadowstepped to him and guess what ? RIP !
I'll get a video of this soon.
Regards - Me
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Jun 02, 2006, 06:19 PM // 18:19
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#2
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I'm the king
Join Date: Nov 2005
Location: Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore
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Just say you don't want Assassins to take hits (I'm assuming you want the foe to lose target ?) after teleporting away, you don't have to give bad examples.
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Jun 02, 2006, 06:48 PM // 18:48
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#3
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Krytan Explorer
Join Date: May 2005
Guild: Clan Plus [Plus]
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Quote:
Originally Posted by fallot
Just say you don't want Assassins to take hits (I'm assuming you want the foe to lose target ?) after teleporting away, you don't have to give bad examples.
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1. It's not bad examples, just insults by you.
2. If I didn't give my "bad examples", I'd probably get flamed by ppl like you saying "WTF DO YOU MEAN STUPID. There's n0 bug, he's t3h naabz0r"!
3. Use your brain before you post.
4. Thank you.
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Jun 02, 2006, 06:51 PM // 18:51
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#4
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of Brackenwood
Join Date: Oct 2005
Location: Ontario, Canada
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I'd call this bug an "undocumented feature." Still, it would be nice if it was corrected, now that we have assassins. This has always been in there. If an enemy begins casting a big spell on you and you run well out of his range, that spell is still going to be cast on you. I never really minded this, as the same applies to me when I cast spells. But with shadowstepping I can see the annoyance.
If they completely remove this mechanic, I think they should increase the range of spells a bit to compensate, or else you have just done a slight nerf to every ranged spell in the game.
Alternatively they could just make teleporting "cancel" all spells being cast on you. Not interrupt, but cancel. That's probably the better solution.
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Jun 02, 2006, 06:57 PM // 18:57
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#5
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Jungle Guide
Join Date: Dec 2005
Location: Denmark
Profession: R/
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If all spells canceled when you shadow stepped, then everyone with Death's Charge would just shadow step everytime they would get spiked. Bad idea.
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Jun 02, 2006, 09:53 PM // 21:53
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#6
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Frost Gate Guardian
Join Date: May 2006
Guild: Pantheon of Shadows [dei]
Profession: Mo/Me
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Quote:
Originally Posted by Cyan The Archer
If all spells canceled when you shadow stepped, then everyone with Death's Charge would just shadow step everytime they would get spiked. Bad idea.
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Great point, but I think this is about shadow stepping OUTSIDE of the caster's range. Also, if this "cancelling" spells thing were to be implemented, perhaps they should implement a Rt. spirit that made it so you can't Shadow Step in its range (actually, that might be a bit too overpowered....).
If you shadow step into someone's range, you should still take the damage (I know it can be rather unrealistic...such as the poster's example of shadow stepping to a ranger and still getting hit, which is ridiculous, but I think that this is the simplest solution).
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Jun 02, 2006, 10:14 PM // 22:14
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#7
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Lion's Arch Merchant
Join Date: Feb 2006
Guild: Mina Sucks [Blz]
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i dont think they should change it personally, its always been like this only now as a sin u can get further away in a short time and changing this would prob mess up a lot of how the game is played
I do think that if u shadow step away from a warrior for example they shouldnt still be targetting you and have the ability to just chase you it should prob be more akin to ninja's in films etc where they drop smoke bombs and thier opponent has lost sight of them
Chances of any of the suggestions being added from this thread are prob v. unlikely.
btw if someone shot at you and you shadow stepped towards them didnt you go into the arrow to get to them?
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Jun 02, 2006, 11:07 PM // 23:07
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#9
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Furnace Stoker
Join Date: May 2005
Guild: The Seraphim Knights [TSK]
Profession: R/
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My favorite is cancelling AoD in Fort Aspenwood, only to be hit by 4 luxon warriors who are now on the outside edge of my radar. I don't need to have the targeting removed, but skills, ESPECIALLY melee ones, should become a miss if you are obviously nolonger in range.
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Jun 03, 2006, 05:44 AM // 05:44
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#10
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I'm the king
Join Date: Nov 2005
Location: Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore
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Quote:
Originally Posted by Paine
It's not bad examples, just insults by you.
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I'm not being insulting at all, your examples are terrible. Such as:
Quote:
Originally Posted by Paine
In "real life" when people "shadow step" somewhere
What does that even mean, in "real life" ?" If you mean other games, the point isn't valid. GuildWars has its own game mechanics, they have theirs. Additionally, you didn't mention a specific situation, just made a general statement. Are you referring to teleportation in fantasy literature ? science fiction ? videogames ? etc. and if so, is there one in particular you can mention to strengthen your point (even though giving an example in a suggestion like this is flawed as it is).
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Quote:
Originally Posted by Paine
Let's assume you play CS/UT2k4/Quake3/Halo 2 or any FPS game. The enemies' shells/bullets are NOT suppose to hit you because you duck ?
Oranges are orange. Apples aren't orange. Therefore they should be. Don't apply the mechanics of an FPS to GuildWars, it will get you nowhere
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Your suggestion may have some merit, but if you take everything as an insult no one is going to respond to it.
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Jun 03, 2006, 12:57 PM // 12:57
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#11
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Banned
Join Date: Dec 2005
Guild: Il Power Overwhelming Il [HaX]
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LOL on a side note, when I was in a ranger spike group in gvg, we were on imperial isle. During a spike, our target walked into the teleporter and our arrows flew 1000 feet to the other end of the map. It looked hilarious but why can't rangers do this normally? If they can shoot 1000 feet after someone was near them, why not when they're far away?
Back to your main point. If you are using a skill on someone, and they are a mile away when the skill resolves, that skill should be countered
"Skill failed! Target is out of range."
I have also seen lightning orbs fly a mile high to get someone who teleported away.
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