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Wicked Strike + Sprint = guaranteed rubberbanding

katbozejziemikatbozejziemi Member, NW M9 Playtest Posts: 856 Arc User
edited February 2014 in Bug Reports (PC)
I haven't seen anyone say anything about this yet, but it's driving me up the wall.

First of all, let's start by saying that WS prevents you from moving for too **** long. The length of one swing is around 1 second, but the point at which the move hits is around 1/3rd of that time, so you're just stuck watching the animation complete. You may think 1 second is not long, but it is too long to move out of most dangerous red circles if the attack starts after you already pressed the button.

But wait, you can cancel at-will powers using your shift ability (and this is true for all classes)! If you're going to post crying that this is exploiting you can stop reading now and leave the thread.

Yes, except if you do that after WS already hit (which as pointed out, is 1/3rd of the attack's length) this is what's going to happen 100% of the time
joLaqvf.gif
As you can imagine this doesn't help avoid things, since sprint gives no invincibility frames (with other dodge moves even if something like this happens to you you still get the dodge effect).
This is also another reason why WMS was better than WS.


Please either reduce the length of the move and remove the small movement at the end, or make sprint work properly when cancelling this attack.
Post edited by Unknown User on

Comments

  • j0shi82j0shi82 Member Posts: 622 Arc User
    edited December 2013
    This also happens with WMS and is probably intended as it shouldn't be possible to prematurely cancel At-Will as described in the patch notes.
  • katbozejziemikatbozejziemi Member, NW M9 Playtest Posts: 856 Arc User
    edited December 2013
    j0shi82 wrote: »
    This also happens with WMS
    No it, doesn't. It didn't before the update and it still doesn't now. I think I know what I'm talking about considering how long I've been using WMS cancel.
    and is probably intended as it shouldn't be possible to prematurely cancel At-Will as described in the patch notes
    Except that's wrong, as I've already stated in my original post. Patch notes say about attacking faster than intended. Reading comprehension check, rolled a 1?

    If it was intended, then you simply wouldn't be able to do it, period (like you can't with encounter powers).
    I'm pretty sure the technical reason as to why this happens is the added movement at the end of the animation.
  • j0shi82j0shi82 Member Posts: 622 Arc User
    edited December 2013
    Patch notes can be interpreted either way, so stop being a wise guy.

    I get exactly the rubberbanding your gif shows when I cancel WMS with Sprint. At least in-combat. I can still cancel and accelerate WMS out of combat. Might try that out on dummies later, you made me curious.

    But you're right in the way that one probably should be able to cancel it, just not initiate another swing instantly. A clarification from the devs would be appreciated.
  • fondlezfondlez Member Posts: 0 Arc User
    edited December 2013
    Yup, agreed. The rubberbanding from it is really quite annoying (and has been making me check my connection for days since changing builds). It almost puts me off Wicked Strike entirely in aoe heavy movement or aoe cc heavy fights.

    It also has nothing whatsoever to do with animation cancelling that was fixed in previous patch for WMS, as j0shi82 suggests. That was to do with fixing animation cancel into the next attack, i.e. to gain an attack speed advantage (though, that came at a cost to your Sprint resource).

    This is simply about being locked into the animation of the most used aoe At-Will of the GWF class and it is almost certainly to do with that extra movement at the end of the swing which always seems to happen regardless of whether you are hitting the target, thus making it uncancellable. The other At-Wills, like Sure Strike and Reaping Strike, also have movements when NOT hitting a target, but when hitting a target, you are locked in one spot until you choose to cancel the animation and freely sprint away or the swing ends.

    So, it looks like they did not remove the extra movement at the end of Wicked Strike when striking a target.

    Also, Weapon's Master Strike has no movement at all, therefore does not suffer from the Wicked Strike problem.
  • aznxknightzaznxknightz Member Posts: 114 Arc User
    edited December 2013
    I died a many good times because of this rubberbanding issue. I clearly have enough time to run away and avoid the red circles but of course the rubberband effect puts me back at the red circle and i take a full blow.
  • lobo0084lobo0084 Member, Neverwinter Beta Users Posts: 663 Bounty Hunter
    edited December 2013
    Other issues I've noticed, primarily with threatening rush, is that if you launch threatening rush immediately followed by an encounter, threatening's animation will play while your encounter will hit.

    Threatening has a pretty awkward animation length and lockout on certain abilities. Combined with the awkwardness and animation lockout of wicked strike, switching between one to the other can actually allow you to stack three or four hits on each other with rapid mouse clicks, and then let them play out on their own. Wicked strike simply takes too long to actually 'get to business', and threatening rush then takes it's own sweet time starting AND finishing, while it seems internally it counts as 'finished' at the point of impact for the sake of cooldowns.
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  • katbozejziemikatbozejziemi Member, NW M9 Playtest Posts: 856 Arc User
    edited December 2013
    Support people told me to report this through the in-game "Report a bug" function, so I did. If you have a moment please do so as well (you can put a link to this thread in the description and say it has the problem details).

    If this is supposed to be one of the main powers to use it would be nice if it wasn't so unreliable.
  • chocobofarmerchocobofarmer Member Posts: 512 Arc User
    edited December 2013
    I don't even try to dodge dracolich hands because of the bug. I get hit by about 20 hands every draco fight.
  • aznxknightzaznxknightz Member Posts: 114 Arc User
    edited January 2014
    I can guaranteed this is a rubberbanding issue with the skill and not an intended feature to prevent earlier canceling attacks with sprint or that sort of stuff.
    Use wicked strike and right after the third hit use Punishing Charge. You'll do the charge but you'll be rubberbanded back to your original position. And this isn't even a sprint issue either, Wicked Strike is clearly bugged.
  • thefirsthipsterthefirsthipster Member Posts: 0 Arc User
    edited January 2014
    I'm also going to throw my voice in here. I'm glad to see I'm not the only one suffering from this. Can't wait for Devs to come back from vacation, and hopefully take a crack at this...Maybe even fix some of our broken weapon skins or some clipping...Is that asking too much?
  • katbozejziemikatbozejziemi Member, NW M9 Playtest Posts: 856 Arc User
    edited January 2014
    I can guaranteed this is a rubberbanding issue with the skill and not an intended feature to prevent earlier canceling attacks with sprint or that sort of stuff.
    Use wicked strike and right after the third hit use Punishing Charge. You'll do the charge but you'll be rubberbanded back to your original position. And this isn't even a sprint issue either, Wicked Strike is clearly bugged.
    That's an interesting thing to know, I don't have Punishing Charge myself so never thought of trying that.
  • ahazaaahazaa Member Posts: 1 Arc User
    edited January 2014
    Also having the same issue that the OP is having. I start the WS animation, then the boss or what have you decides to do a powerful attack, ground glows red, I react at the start of the boss animation; I try to sprint and I only rubber band right back into the power attack, losing a huge chunk of HP. I have died more times than I can remember due to this bug.
    Also like OP, I believed it was my connection causing the rubber banding (protip: it is not my internet).

    This needs to be fixed, I don't enjoy eating hits that I know I can easily escape if it weren't for this bug.
  • thefirsthipsterthefirsthipster Member Posts: 0 Arc User
    edited February 2014
    This totally has me swapping out for another ability just so I can avoid attacks, and thus I lose a ton of DPS because I could benefit more from this AoE at-will as opposed to, say, Sure Strike.
  • omgnicktakenomgnicktaken Member Posts: 2 Arc User
    edited February 2014
    Just in case some people haven't noticed it - mighty leap always get's me out of wicked strike animation lock right away. It's the only thing i know that always reacts instantly and never rubber bands/lags (at least for me). Sure, it's a low dps move, but the fact that it allows you to instantly reposition can make it a good option in some situations.
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