I've come across a Ranger rated bug...
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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. |
You can activate any stance while mid casting, this bow attack should be no different. You can even activate stances while knocked down.
K
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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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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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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. |
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.
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.
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.
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.
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.
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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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. |
Interrupters... we stop 'em, you chop 'em.
H
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.
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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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. |
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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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? |
H
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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? |
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.
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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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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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Originally Posted by MSecorsky
1.25 secs before you start any other whatever. You stand there counting dandelions.
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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.