I play a Guardian as my main character (Although I have alts in each other class) and I have noticed, since the last big patch, a remarkable delay during combat.
I'm giving battle and the "red ring" of "You are about to be smacked" appears.
Yes, yes, I can block most times, but when that guard meter goes to zero its nice to move out of the way, right?
Except; I can't move.
I'm not talking about being held by some mind control effect either.
I thought it was lag at first, but I have a ridiculously fast connection and I don't experience this with any other class in the same situation.
I have noticed that my GF is much slower to move than any of my other characters, but thought that simply might have been a perception issue. I'll test this today and see if I have the same issue you are having.
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Yes it's true. I also noticed the same. GF is really slow in moviments and, for example, it's harder than witn other classes to avoid aoe attack. I think it's because any of its skill animation is very slow. When i use villian manace I feel like 'im watching a slowered movie, same for the most of skills.
It is my opinion, dunno the truth, but it is obvious that GF is very slower than any other class. I hope developers understand this and take correct measures to fix it.
Slow animations and speed aside, I'd love it if they copied Zelda games a bit. Being able to do short hops while guarding would really be a lovely addition to battle and would make up for those stupid AOEs that you can't block.
It is in fact lag sadly.
You can experience the same problem with GWF using sprint. If you do not sprint well ahead of time you will still be struck by a circle even having cleared it on your screen. Dodging classes seem to have an advantage in that it seems to be much less susceptible to lag and will confirm a (Dodged) instead of hit or miss.
i've noticed the same thing, we have no sprint, we jog instead of run, our abilities root us while the animation plays out, and guard disappears so fast it seems practically worthless except as a power boost, if you talent for that. since i hit 60 the other day i've been poking through the forums trying to find guides for tanking in this game and so far i'm less and less thrilled about it. from what i'm reading it's get enough mitigation to be passively tough, eat the aoe's you can't get away from, and hold threat through dps. not much of a tank imho. well, not the tank i was looking for at any rate /shrug.
i've noticed the same thing, we have no sprint, we jog instead of run, our abilities root us while the animation plays out, and guard disappears so fast it seems practically worthless except as a power boost, if you talent for that. since i hit 60 the other day i've been poking through the forums trying to find guides for tanking in this game and so far i'm less and less thrilled about it. from what i'm reading it's get enough mitigation to be passively tough, eat the aoe's you can't get away from, and hold threat through dps. not much of a tank imho. well, not the tank i was looking for at any rate /shrug.
Many GF made the mistake of Prot. It's also misleading as it works well enough until t2 dungeons. It might work again since the Guard buff but it's just unnecessary as for how the game is played.
At least now GF can generally keep their block for those big circles we couldn't likely dodge otherwise. Before 1 hit would eat the entire meter and leave you to a CC chain of death. Fighter's Recovery also plays a huge roll in why GF dps tank works so well, if they nerf that things might change.
Too many abilities have long casts/cannot always be block canceled. Letting us do things like enforced threat, daily, etc. without stopping would solve a lot of problems.
Use the <removed exploit lead-in> to interact with the auction vendor.
Too many abilities have long casts/cannot always be block canceled. Letting us do things like enforced threat, daily, etc. without stopping would solve a lot of problems.
I've not been able to understand at all why Enforcer's or frontline have a max of 5 targets. One could argue on Enforcer its too easy if you can mark all targets around you but you can just threatening rush spam to accomplish that and max players in the PvP that matters is already 5 so I just don't see the point of it.
As far as cast times GF are supposed to be clunky to an extent. The game mechanics of stopping players from rollerskate attacking is one of my favorite features next to player collision.
I've not been able to understand at all why Enforcer's or frontline have a max of 5 targets. One could argue on Enforcer its too easy if you can mark all targets around you but you can just threatening rush spam to accomplish that and max players in the PvP that matters is already 5 so I just don't see the point of it.
As far as cast times GF are supposed to be clunky to an extent. The game mechanics of stopping players from rollerskate attacking is one of my favorite features next to player collision.
GFs are supposed to barely make it out of aoes (if theyre lucky) that are cast during their ability cast? Fighter's Recovery is occasionally lethal too.
Huh, link us the design doc for that bit if you don't mind.
Use the <removed exploit lead-in> to interact with the auction vendor.
GFs are supposed to barely make it out of aoes (if theyre lucky) that are cast during their ability cast? Fighter's Recovery is occasionally lethal too.
Huh, link us the design doc for that bit if you don't mind.
GFs are supposed to block AoE and if you used an ability at the wrong time that's your fault not the class. Every class in this game has a motion stop when using abilities, some function as gap closers and some have other types of movement build in. The only two abilities than don't do this that come to mind are Lurker's Assault and Cresendo. Where even Cresendo locks you from using anything else while its active and functions as a gap closer.
Its a plate class with a sword and shield, the shield is your active avoidance. Why do you need some imaginary document to understand that? You only move from an AoE if you're 100% certain you can avoid it. The problem with this is that lag can cause you to still be struck by the AoE hence the original post.
Fighter's recovery is NEVER lethal either. I'm not sure what kinda dmg you do, but one AoE will heal me to full from 25% then immortal stabs for the next few seconds and again if you used it at the wrong time that's your fault.
If you're mad about trying to avoid/block 10 different AoEs at once that is a design flaw of the dungeons not a class flaw.
Not to mention the CW should be helping to ease this problem.
If you're going to use phrases like "supposed to" then back it up with insight from the developers. Otherwise it's just another opinion based on your personal guardian fighter vision.
Use the <removed exploit lead-in> to interact with the auction vendor.
If you're going to use phrases like "supposed to" then back it up with insight from the developers. Otherwise it's just another opinion based on your personal guardian fighter vision.
I don't need insight from the Devs to tell me how a class is played. Apparently you do. It is not my opinion or vision. its how the Class is played as current in the game. Even if you don't think it's right, that's still how it is.
Also "Supposed to" is a past participle adjective meaning you expect someone to do something. "Suppose to" or "To suppose" Means you believe or think someone should do something.
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It is my opinion, dunno the truth, but it is obvious that GF is very slower than any other class. I hope developers understand this and take correct measures to fix it.
You can experience the same problem with GWF using sprint. If you do not sprint well ahead of time you will still be struck by a circle even having cleared it on your screen. Dodging classes seem to have an advantage in that it seems to be much less susceptible to lag and will confirm a (Dodged) instead of hit or miss.
I don't have a GF, since no mmo makes a real shield fighter.... maybe they have the same issue?
Many GF made the mistake of Prot. It's also misleading as it works well enough until t2 dungeons. It might work again since the Guard buff but it's just unnecessary as for how the game is played.
At least now GF can generally keep their block for those big circles we couldn't likely dodge otherwise. Before 1 hit would eat the entire meter and leave you to a CC chain of death. Fighter's Recovery also plays a huge roll in why GF dps tank works so well, if they nerf that things might change.
I've not been able to understand at all why Enforcer's or frontline have a max of 5 targets. One could argue on Enforcer its too easy if you can mark all targets around you but you can just threatening rush spam to accomplish that and max players in the PvP that matters is already 5 so I just don't see the point of it.
As far as cast times GF are supposed to be clunky to an extent. The game mechanics of stopping players from rollerskate attacking is one of my favorite features next to player collision.
GFs are supposed to barely make it out of aoes (if theyre lucky) that are cast during their ability cast? Fighter's Recovery is occasionally lethal too.
Huh, link us the design doc for that bit if you don't mind.
GFs are supposed to block AoE and if you used an ability at the wrong time that's your fault not the class. Every class in this game has a motion stop when using abilities, some function as gap closers and some have other types of movement build in. The only two abilities than don't do this that come to mind are Lurker's Assault and Cresendo. Where even Cresendo locks you from using anything else while its active and functions as a gap closer.
Its a plate class with a sword and shield, the shield is your active avoidance. Why do you need some imaginary document to understand that? You only move from an AoE if you're 100% certain you can avoid it. The problem with this is that lag can cause you to still be struck by the AoE hence the original post.
Fighter's recovery is NEVER lethal either. I'm not sure what kinda dmg you do, but one AoE will heal me to full from 25% then immortal stabs for the next few seconds and again if you used it at the wrong time that's your fault.
If you're mad about trying to avoid/block 10 different AoEs at once that is a design flaw of the dungeons not a class flaw.
Not to mention the CW should be helping to ease this problem.
I don't need insight from the Devs to tell me how a class is played. Apparently you do. It is not my opinion or vision. its how the Class is played as current in the game. Even if you don't think it's right, that's still how it is.
Also "Supposed to" is a past participle adjective meaning you expect someone to do something. "Suppose to" or "To suppose" Means you believe or think someone should do something.