I've noticed that since a couple of updates ago that even tho I dash outside of the enemies 'red' strike zone that i am now still getting hit. It never used to be that way and it is frustrating when the screen shows you are safe from that strike but still get hit. This just makes it miserable to play and feels like I am being robbed of my skill to avoid contact. Also noticed that some enemies still get their shot off even after they have fallen and hit points drained. This needs to be fixed! For those of us who do spend money on this game, it is like being robbed of the skills we paid to have and creates an unbalanced encounter. The red strike zone issues are especially bad in the Witches Fen. I would like to see this back the way it was and should be otherwise what is the use of having the red strike zone even there!
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Post edited by gramps5scorpion on
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frozenflame22Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 56
edited March 2014
Are you playing an HR? For some reason, Rangers have always had this problem.
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ambisinisterrMember, Neverwinter ModeratorPosts: 10,462Community Moderator
edited March 2014
Knowing what class you are could be quite helpful.
I play an HR and it's always been that way. When I see a red circle, I have to mentally add half of my own blue circle to its radius to figure out where I'll be outside it.
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bioshrikeMember, NW M9 PlaytestPosts: 4,729Arc User
edited March 2014
IMO, the issue is the timing of the animations and effects client-side vs where the server sees you. This is especially true for HRs, where the shorter dodge doesn't leave as much wiggle-room when it comes to positioning.
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It definitely happens with HR, but just last night I finally took my level 60 Cleric off to the Barrow to retrieve the freebie Artifact (*HAD* to go with the Catalogue Merchat!) Anyway, I was getting this same issue on the platform with the giant Devil - and not with his rectangle splash-zones, but rather with the Erniyes' circular splash zones: I was clearly outside of that circle (admittedly: not by a whole lot) and I was still knocks down, losing big chunk of HP.
For me it's not so much a question of receiving zero damage/knockdown when at the edge/just outside of a splash-zone as much as it needs to just be consistent throughout the game.
As stated: it's a known issue with Rangers because of the "unusual" dodge mechanic. However, I was getting this (to a lesser degree) on my Devoted Cleric.
IMO, the issue is the timing of the animations and effects client-side vs where the server sees you. This is especially true for HRs, where the shorter dodge doesn't leave as much wiggle-room when it comes to positioning.
I know enough about how networking and such works to (not quite) be dangerous and I would say this (quoted) is most likely the issue. There always will be a natural "lag" between client and server, which is why the server must rely on predictive positioning in 3D space. And if that's off by just a tad then we get what we get and this is why I've always just dealt with it and never thought much about it myself.
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My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
For me it's not so much a question of receiving zero damage/knockdown when at the edge/just outside of a splash-zone as much as it needs to just be consistent throughout the game.
As stated: it's a known issue with Rangers because of the "unusual" dodge mechanic. However, I was getting this (to a lesser degree) on my Devoted Cleric.
I know enough about how networking and such works to (not quite) be dangerous and I would say this (quoted) is most likely the issue. There always will be a natural "lag" between client and server, which is why the server must rely on predictive positioning in 3D space. And if that's off by just a tad then we get what we get and this is why I've always just dealt with it and never thought much about it myself.