I remember talking to the awkward one about this, but for Rapid Strike: is there a reason why my HR's Rapid Strike animation "jams" and it just looks like my HR is shuffling back and forth? Is it WaI (tm) or has the animation always been bugged like this?
We have looked into reports of players experiencing connection problems and have been unable to identify any server, data center, or client-side issues. We believe this may be ISP related.
Ok, so I was discussing the lack of Critical Strike on Cordon of Arrows with @thefabricant , and he mentioned Chains of Blazing Light - the DC skill - suffers from the same issue.
Then it hit me. When Mod 6 first hit Preview, Cordon of Arrows actually *looked* like Chains of Blazing Light. It was basicly a copy/paste of the DC skill. So, to any Dev keeping tabs on this thread: Fix Chains, and you'll probably fix Cordon. You're welcome.
Isaac the Adequate - Level 70 Oath of Protection Paladin
We have looked into reports of players experiencing connection problems and have been unable to identify any server, data center, or client-side issues. We believe this may be ISP related.
This is good. Hopefully at least plant growth gets fixed. If this doesn't work, then it's apparent they don't care about this class let alone its player base.
then it's apparent they don't care about this class let alone its player base.
Its not single class discrimination, its all. So this is more of dedication to the job/profession issue, the Dev retention is low. Hire to fix a problem, let go, rinse, repeat...
The PG was a nerf to make the PVP crowd stop posting nerf HR threads every other day its not getting looked and I don't expect it to be either. Its very frustrating when its so hard play MY only toon due to so many bugs
Dunno if this is a bug but Split the sky when placed on top of a group of mob only proc for the 1st 2 STS. On the 3rd STS u placed, it just hover on top of the mob and doest proc. Dont know if it only happen to me but if someone could confirm this its much appreciated.
briartwine appears to be not working with the trapper build. (dunno how it is working with everyone else) I am playing with it because I pug a lot and in the t2's I often take as much or near as much damage as the tank. so I thought why not see how it does. I checked the ah first so I could see it the money would be there if I wanted out of it. (it appeared to be so.. turned out to be a lie but it appeared to be going for good money lol) before when I first thought I'd test it. I didn't really test it hard. I just put it up for sale. no ones buying for those prices they were priced at in the ah though (or far under those prices) so I figured I'd take it out and test it more seriously. I just now did a Etos in a pug. I took about 3 mil damage and I dealt 140 mil in damage. in an 18 min run. I figured while not big numbers there should be SOME numbers for briar but there weren't. going thru the boss battle which I think was probably .8 to 1 mil in damage rcvd. I had a couple you're briartwine dealt 0 damage and one bt dealt 8 damage.
that seems busted to me. it's a greater. so it should be throwing back 3.2 percent.
it would be nice if those were subject to crits too lol. appears not though. the other thing that could be done to make this a competitive enchant is if it also healed you for that 3.2 percent.
Sry don't know how to get colors. HAMSTERHAMSTERHAMSTERHAMSTERHAMSTER (hamster highlight lol)
NEW BUG. Pathfinder action class feature is broken when used in conjunction with T.Elven armor enchant, the buff duration is reduced to almost nothing. i.e. guessing that the buff is somehow misconstrued as cc by the game engine, and so it's duration is reduced by elven battle.
reaaaaally irk me. You're a ranger man! EYES FORWARD. Is he staring at his feet because he's afraid of tripping over them like when he tries to rapid strike?
Just a quick addendum about the rapid strikes animation. This may have nothing to do with it, and may have been just well timed good luck.
I was doing the dragon in Neverdeath today. I did him 3 times. I noticed that everytime I did him, rapid strikes did not hang up on him. He's the only thing I've fought that it just...never hung up on, and I spammed it a LOT. Maybe its a size thing? Losing the hitbox? I dunno. Thought I'd comment in case it helped.
edit* make that 4 times, no animation hang up. But the kobolds on the way back? DERP DERP DERP DERP
Rain of Swords : The flurry effect from the end line combat ability procs while you are at your peak in mid-air. By the time you land, you barely have time to swing MAYBE once.
I did add this on 13th February i just haven't specified this with what powers it happens.
Blade Hurricane: There're exist a powers with are enough long-animated to not allow capstone run two seconds. It's occur in the fact that Flurry activating pre-execution from tray(i mean power not going on cooldown). In the 3/4 of executed animation you can sometimes see that Flurry already activated. It's negative part of this capstone, more postive fact is that you can use a power with fast animation and shift in good timing to get a proc from the combat's capstone without activating a power. There's exist a easy solution for this at all - make a combat's capstone to work like class feature from Pathfinder named Pathfinder Action. This class feature activating after execution from the tray so there shouldn't be any problems in losing a uptime on capstone.
Pretty sure i have no more time for testing HR since i'm playing now ESO.
@dreadnaught#5263 Any chance these bugs will be looked at in the near future? Great work with all the DC bugs, seems most got fixed within a weeks timeframe.
Guild: Ruthless Character: Vendetta
1
mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
Wrong nerfs coming because of the pve not because of the pvp. PVP have more serious bug like aura of courage and they dont fix. Even the annointed army nerfed based on pve again.
Lol, another mystery solved, glad I sold my elven now. Wondered why I seemed so slow, neither ghost nor pathfinders action seemed to make me run very fast. Thnx for clearing that up.
Old Bug : Broadhead Arrow feat : everytime changing instance in range stance remove the crit bonus and need to switch to melee and and back to range stance to get back the crit bonus. Its not gamebreaking but its annoying.
2
feanor70118Member, NW M9 PlaytestPosts: 1,170Arc User
I'd add a few things mainly relevant to pvp: 1) Marauder's Escape allows opponent to target far out of their abilities' range and to target the player while the animation is occurring. Obviously it doesn't promise immunity, but it's hardly an 'Escape' if some TR can target you with SE and suddenly you're 80 feet away and dead from a ridiculous 200k hit - even though SE's animation only finishes when you're already far beyond its range. Also, the usual GF and GWF prones and knocks target through it.
It's time to add immunity and a target break during the animation of ME. It's the only way the ability makes any sense.
2) I'm not sure what the point of Forest Ghost is supposed to be if other classes, particularly CWs, can target right through its stealth. I can't tell you how many times I've been targeted by some CW a second or more after entering FG's stealth.
Forest Ghost has needed a rework for a long time. Its animation should be eliminated, it should work the same way as TR's space bar, and it should break targeting.
3) Boar Charge has no effect on dodging CWs and DCs. So apparently their dodges provide control immunity while ours do not.
Boar Charge is something else that should be reworked. The way in which it freezes the HR using it for a second at the end of the animation is particularly annoying to combat HRs, since it eats up half to most of the time we have during the proc of flurry/Blade Hurricane to use at-wills against the prone opponent. The niamtion is easy to fix - just snip away the part where the HR isn't moving.
4) Disrupting Shot often has no effect on other players, particularly CWs. I constantly see them hit me with encounters and dailies immediately after getting hit with what should be a 4-second stun.
This is part of the longstanding problem with HR control abilities having durations so short as to be nonexistent. I realize no one wants permastun, but since TR's essentially have it with Courage Breaker + Smoke Bomb and GFs and GWFs have their two- or three-button kills that rely on unmitigatable control durations and undodgeable abilities, surely HRs deserve some help here.
Comments
Contact:@EmeraldG1173
Main: EMERALD LEGEND
okayokayI'llstopbotheringyouHRsThen it hit me. When Mod 6 first hit Preview, Cordon of Arrows actually *looked* like Chains of Blazing Light. It was basicly a copy/paste of the DC skill. So, to any Dev keeping tabs on this thread: Fix Chains, and you'll probably fix Cordon. You're welcome.
Teucer (HR)
Character: Vendetta
Character: Vendetta
Character: Vendetta
that seems busted to me. it's a greater. so it should be throwing back 3.2 percent.
it would be nice if those were subject to crits too lol. appears not though. the other thing that could be done to make this a competitive enchant is if it also healed you for that 3.2 percent.
NEW BUG. Pathfinder action class feature is broken when used in conjunction with T.Elven armor enchant, the buff duration is reduced to almost nothing. i.e. guessing that the buff is somehow misconstrued as cc by the game engine, and so it's duration is reduced by elven battle.
HAMSTER HAMSTER HAMSTER HAMSTER HAMSTER HAMSTER HAMSTER HAMSTER
Teucer (HR)
THIS HERE (Click)
AND THIS!! (click)
reaaaaally irk me. You're a ranger man! EYES FORWARD. Is he staring at his feet because he's afraid of tripping over them like when he tries to rapid strike?
Character: Vendetta
I was doing the dragon in Neverdeath today. I did him 3 times. I noticed that everytime I did him, rapid strikes did not hang up on him. He's the only thing I've fought that it just...never hung up on, and I spammed it a LOT. Maybe its a size thing? Losing the hitbox? I dunno. Thought I'd comment in case it helped.
edit* make that 4 times, no animation hang up. But the kobolds on the way back? DERP DERP DERP DERP
Rain of Swords :
The flurry effect from the end line combat ability procs while you are at your peak in mid-air. By the time you land, you barely have time to swing MAYBE once.
I did add this on 13th February i just haven't specified this with what powers it happens.
There're exist a powers with are enough long-animated to not allow capstone run two seconds. It's occur in the fact that Flurry activating pre-execution from tray(i mean power not going on cooldown). In the 3/4 of executed animation you can sometimes see that Flurry already activated. It's negative part of this capstone, more postive fact is that you can use a power with fast animation and shift in good timing to get a proc from the combat's capstone without activating a power. There's exist a easy solution for this at all - make a combat's capstone to work like class feature from Pathfinder named Pathfinder Action. This class feature activating after execution from the tray so there shouldn't be any problems in losing a uptime on capstone.
Pretty sure i have no more time for testing HR since i'm playing now ESO.
Character: Vendetta
Contact:@EmeraldG1173
Main: EMERALD LEGEND
1) Marauder's Escape allows opponent to target far out of their abilities' range and to target the player while the animation is occurring. Obviously it doesn't promise immunity, but it's hardly an 'Escape' if some TR can target you with SE and suddenly you're 80 feet away and dead from a ridiculous 200k hit - even though SE's animation only finishes when you're already far beyond its range. Also, the usual GF and GWF prones and knocks target through it.
It's time to add immunity and a target break during the animation of ME. It's the only way the ability makes any sense.
2) I'm not sure what the point of Forest Ghost is supposed to be if other classes, particularly CWs, can target right through its stealth. I can't tell you how many times I've been targeted by some CW a second or more after entering FG's stealth.
Forest Ghost has needed a rework for a long time. Its animation should be eliminated, it should work the same way as TR's space bar, and it should break targeting.
3) Boar Charge has no effect on dodging CWs and DCs. So apparently their dodges provide control immunity while ours do not.
Boar Charge is something else that should be reworked. The way in which it freezes the HR using it for a second at the end of the animation is particularly annoying to combat HRs, since it eats up half to most of the time we have during the proc of flurry/Blade Hurricane to use at-wills against the prone opponent. The niamtion is easy to fix - just snip away the part where the HR isn't moving.
4) Disrupting Shot often has no effect on other players, particularly CWs. I constantly see them hit me with encounters and dailies immediately after getting hit with what should be a 4-second stun.
This is part of the longstanding problem with HR control abilities having durations so short as to be nonexistent. I realize no one wants permastun, but since TR's essentially have it with Courage Breaker + Smoke Bomb and GFs and GWFs have their two- or three-button kills that rely on unmitigatable control durations and undodgeable abilities, surely HRs deserve some help here.