Im sure people are thinking, wth how are they glitched classes?
1. Im sure im not the only one, but when you use a skill agaisnt a cw, the skill hits and itll be on cd, but the cw hits shift a second or 2 after and poof they are immune or dodged it same goes with tr. Only 2 classes that do it. How is hitting someone with a melee weapon immuned? I had a tr roll into my Frontline Surge and was immuned to it. I mean just cause your rolling means your immuned?
2. CW range is too far, its one of the reasons they can wall hack( attack through walls )
3. If i have my guard up cw can still freeze me or tr smoke bomb blinds me...
Ill add a question in instead of making a new topic, why is tr range attack so much damage? When im on my tr i usually end up hitting 10-12k total hp off people using my 8. Confuzzled if tr are ranged or melee class :P
Im sure people are thinking, wth how are they glitched classes?
1. Im sure im not the only one, but when you use a skill agaisnt a cw, the skill hits and itll be on cd, but the cw hits shift a second or 2 after and poof they are immune or dodged it same goes with tr. Only 2 classes that do it. How is hitting someone with a melee weapon immuned? I had a tr roll into my Frontline Surge and was immuned to it. I mean just cause your rolling means your immuned?
2. CW range is too far, its one of the reasons they can wall hack( attack through walls )
3. If i have my guard up cw can still freeze me or tr smoke bomb blinds me...
Ill add a question in instead of making a new topic, why is tr range attack so much damage? When im on my tr i usually end up hitting 10-12k total hp off people using my 8. Confuzzled if tr are ranged or melee class :P
The cooldown bug is for everyone,..not CW's in particular.
I agree half with your guard. A CW shouldn't be able to freeze you while you still have a guard meter. However, when they use Frost on you, its taking down your meter, and eventually you will be frozen because of it. Are you being frozen when you still have Guard meter left? If so..I don't think that's right, and they should fix it.
TR's smoke bomb. I play a TR, but it has no affect on my opinion on this. Even if you are blocking, and have a full guard meter, you shouldn't be able to block smoke bomb. Its not a damage effect, its an aoe "blind" if you will. That being said, is the reason I disagree.
A well equipped TR fighting against a much lesser opponent will do a ton of damage with just 8 CoS. That's not TR's being OP, that's gear vs gear generally. Not to mention most people who play pvp don't realize how CoS works, therefore try and dodge every single dagger, which in turn makes them eventually take near the full damage when they run out of dodge.
Edit: As far as the immunity is concerned. I think the dodge, and immunes in this game are all over the place. At home I have a disgustingly fast connection/pc, very high end Graphics card, extremely low ping, and I will hit people with an ability, and 1-2 seconds later they dodge and somehow don't get hit. Sometimes its latency issues, but generally its because they screwed up big time when designing dodge. I've hit people standing still, not moving, even after I hit them, not standing in any circle(talking about tr/cw/dc), and I get a "Blocked" message. I didn't know tr/cw/dc could "Block" anything? <----Buggy game mechanics
Im sure people are thinking, wth how are they glitched classes?
1. Im sure im not the only one, but when you use a skill agaisnt a cw, the skill hits and itll be on cd, but the cw hits shift a second or 2 after and poof they are immune or dodged it same goes with tr. Only 2 classes that do it. How is hitting someone with a melee weapon immuned? I had a tr roll into my Frontline Surge and was immuned to it. I mean just cause your rolling means your immuned?
2. CW range is too far, its one of the reasons they can wall hack( attack through walls )
3. If i have my guard up cw can still freeze me or tr smoke bomb blinds me...
Ill add a question in instead of making a new topic, why is tr range attack so much damage? When im on my tr i usually end up hitting 10-12k total hp off people using my 8. Confuzzled if tr are ranged or melee class :P
Lol...
1. DC can also dodge any ability, that's why it's called dodge b/c you're immune to damage while dodging that damage. GF can also block any damage, Ray of frost is the one somewhat counter to GF's, as GF would steamroll them without it, simply blocking all their CC. Also Ray of frost does 0 damage until guard meter is broken or enemy is frozen and no longer guarding.
2. CW's range is the same as DC's and is only slightly longer than GF lunging strike, I find it very easy to eat a spell or 2 and then lunge to a CW. The only way to hit someone through a wall is for you to already be casting the spell and then they dodge behind a wall, the spell continue's to travel and hits them still (usually chill strike will do this, some others just cancel)
3. Again RoF does no damage only the utility, and how are you going to tell me that you "block" a cloud of gas lol?
TR's ranged abilities are the shortest ranged abilities in game, shorter than your lunging strike by a fair amount, they also deal less damage than the TR's melee abilities for the most part.
Guild Master of <Enemy Team>
We are definitely dominating, and we are always about to win.
Ranged damage of TR is very high mainly due to Impact Shot which also scales very well with gear, but it is limited. It also requires them standing still as well as being less powerful if they are in stealth.
In my opinion, the only truly insane design decisions of the TR class is,
- Shocking Execution: has a huge range and, far more importantly, is that it either is undodgeable or near enough undodgeable, which is crazy.
- Path of Blades: use of Tenebrous enchants makes this skill godly.
In the case of Shocking Execution, it is particularly galling to see the obvious animation and already weak Hammer of Fate daily of Clerics, whose hits are split into three slow parts meaning you only need to dodge/block ONE or more parts to completely avoid death or severe damge, get an entirely unexpected and huge nerf in Feywild. No player ever complained they got killed by a Hammer either. Then, on top of that, one of the designers comes out to say that it was doing too much damage, yet it not only did less than a Lashing Blade *encounter* of a TR (and of course less than a Shocking Execution daily) but can easily be dodged!
If designers really feel that Hammer of Fate was so "OP" (lol), perhaps they should swap so that Clerics have Shocking Execution and give TR Hammer of Fate instead, then we'll see what what the numbers and players really say...
As for dodging in this game, yes, it can feel highly unpredictable. I suspect they have some issues with their network code.
Comments
The cooldown bug is for everyone,..not CW's in particular.
I agree half with your guard. A CW shouldn't be able to freeze you while you still have a guard meter. However, when they use Frost on you, its taking down your meter, and eventually you will be frozen because of it. Are you being frozen when you still have Guard meter left? If so..I don't think that's right, and they should fix it.
TR's smoke bomb. I play a TR, but it has no affect on my opinion on this. Even if you are blocking, and have a full guard meter, you shouldn't be able to block smoke bomb. Its not a damage effect, its an aoe "blind" if you will. That being said, is the reason I disagree.
A well equipped TR fighting against a much lesser opponent will do a ton of damage with just 8 CoS. That's not TR's being OP, that's gear vs gear generally. Not to mention most people who play pvp don't realize how CoS works, therefore try and dodge every single dagger, which in turn makes them eventually take near the full damage when they run out of dodge.
Edit: As far as the immunity is concerned. I think the dodge, and immunes in this game are all over the place. At home I have a disgustingly fast connection/pc, very high end Graphics card, extremely low ping, and I will hit people with an ability, and 1-2 seconds later they dodge and somehow don't get hit. Sometimes its latency issues, but generally its because they screwed up big time when designing dodge. I've hit people standing still, not moving, even after I hit them, not standing in any circle(talking about tr/cw/dc), and I get a "Blocked" message. I didn't know tr/cw/dc could "Block" anything? <----Buggy game mechanics
Lol...
1. DC can also dodge any ability, that's why it's called dodge b/c you're immune to damage while dodging that damage. GF can also block any damage, Ray of frost is the one somewhat counter to GF's, as GF would steamroll them without it, simply blocking all their CC. Also Ray of frost does 0 damage until guard meter is broken or enemy is frozen and no longer guarding.
2. CW's range is the same as DC's and is only slightly longer than GF lunging strike, I find it very easy to eat a spell or 2 and then lunge to a CW. The only way to hit someone through a wall is for you to already be casting the spell and then they dodge behind a wall, the spell continue's to travel and hits them still (usually chill strike will do this, some others just cancel)
3. Again RoF does no damage only the utility, and how are you going to tell me that you "block" a cloud of gas lol?
TR's ranged abilities are the shortest ranged abilities in game, shorter than your lunging strike by a fair amount, they also deal less damage than the TR's melee abilities for the most part.
We are definitely dominating, and we are always about to win.
In my opinion, the only truly insane design decisions of the TR class is,
- Shocking Execution: has a huge range and, far more importantly, is that it either is undodgeable or near enough undodgeable, which is crazy.
- Path of Blades: use of Tenebrous enchants makes this skill godly.
In the case of Shocking Execution, it is particularly galling to see the obvious animation and already weak Hammer of Fate daily of Clerics, whose hits are split into three slow parts meaning you only need to dodge/block ONE or more parts to completely avoid death or severe damge, get an entirely unexpected and huge nerf in Feywild. No player ever complained they got killed by a Hammer either. Then, on top of that, one of the designers comes out to say that it was doing too much damage, yet it not only did less than a Lashing Blade *encounter* of a TR (and of course less than a Shocking Execution daily) but can easily be dodged!
If designers really feel that Hammer of Fate was so "OP" (lol), perhaps they should swap so that Clerics have Shocking Execution and give TR Hammer of Fate instead, then we'll see what what the numbers and players really say...
As for dodging in this game, yes, it can feel highly unpredictable. I suspect they have some issues with their network code.