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(Ant-Monster) I've said it once, and I'll say it again.

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  • ontiszontisz Member Posts: 110 Arc User
    edited August 2014
    It's not latency if it happens in PVE too. The other thing I've noticed specifically about the dragon wing attack is that sometimes I'll take the damage but not the push-back, depending on when I dodge.

    It's very easy to see if you play both a CW and an HR. A CW can dodge something at the proper time and it will work every time. An HR has to dodge *before* the proper time.

    It also makes sense for what ant-monster is seeing. An HR tries to dodge bull charge at the proper time, he takes the throw-back part of the CC, but becomes immune during it and ignores the prone part of the CC.

    I'd really like to see them fix this so one is able to play skillfully in PVP rather than just spam dodging and hoping the immunity timer springs up at the right time.
    Its latency exactly.
    When I am specced melee, I usually double-dash through dragons' melee AOE to ensure that I will stay "dash-immune" whenever that AOE lands. Works just fine, no oneshots, just the sick AOE DoT that remains after initial cast.
    Also dash-immune does not help when I sprint away from various AOE effects that leave a DoT debuff afterwards (such as Fire Golem mobs in the new campaign, you may dodge their frontal fire AOE but sometimes you will still receive the ticking DoT).

    What the hell did you expect from the FRITUPLEY game coming from PW devs? Guys, I have bad news for you: even WoW, as gracious as it was back prior to 2010 year, had an issue with Rogue Vanish skill. Guess what? It still isn't fixed. You seriously wish to receive some feedback, much less some "fix" here?


    I must also add that something gets calculated server-side, but something is calculated in your client. When you dash through someone's CC - various latency issues will eventually lead to funniest outcomes. Game client of your enemy informs server that he just used a CC - server informs YOU that certain event has occured - you react and dash away - your own game client informs server that you just dashed - server literally overrides and interrupts the processing of enemy CC. Something like that. Its just as much of a "bug" as shooting in CS1.6 at someone who has latency of 500+.
    The only way to "fix" this (which I don't deem necessary at all) would be to rewrite game core so that all effects would be calculated server-side. Guess what will happen? You'll quit this game because "omgg lagg too high gg devs I quit".
    Mi-Ala Starbreeze : HR main. Best PVE HR out there, until someone proves me wrong.
    I've threatened Ghostcrawler and got permabanned at Blizzard forums.
    I went mad at PL "community" in SWTOR and got permabanned.
    Believe me, you don't want to see the tickets I used to sent to CCP. I got permabanned from EVE.
    I was infuriated by the amount of autists in League of Legends and got permabanned. Twice.
    Cryptic, here I go.
    Lo and behold.
  • oicidrazoicidraz Member Posts: 627 Arc User
    edited August 2014
    So I'm not crazy anymore O.o?

    You are crazy anyway :)

    BTW, they finally realized... it took a long time.
  • hamletswordshamletswords Member, Neverwinter Beta Users Posts: 1,320 Bounty Hunter
    edited August 2014
    ontisz wrote: »
    Its latency exactly.
    When I am specced melee, I usually double-dash through dragons' melee AOE to ensure that I will stay "dash-immune" whenever that AOE lands. Works just fine, no oneshots, just the sick AOE DoT that remains after initial cast.
    Also dash-immune does not help when I sprint away from various AOE effects that leave a DoT debuff afterwards (such as Fire Golem mobs in the new campaign, you may dodge their frontal fire AOE but sometimes you will still receive the ticking DoT).

    What the hell did you expect from the FRITUPLEY game coming from PW devs? Guys, I have bad news for you: even WoW, as gracious as it was back prior to 2010 year, had an issue with Rogue Vanish skill. Guess what? It still isn't fixed. You seriously wish to receive some feedback, much less some "fix" here?


    I must also add that something gets calculated server-side, but something is calculated in your client. When you dash through someone's CC - various latency issues will eventually lead to funniest outcomes. Game client of your enemy informs server that he just used a CC - server informs YOU that certain event has occured - you react and dash away - your own game client informs server that you just dashed - server literally overrides and interrupts the processing of enemy CC. Something like that. Its just as much of a "bug" as shooting in CS1.6 at someone who has latency of 500+.
    The only way to "fix" this (which I don't deem necessary at all) would be to rewrite game core so that all effects would be calculated server-side. Guess what will happen? You'll quit this game because "omgg lagg too high gg devs I quit".

    Try a single dodge on the wing gust attack, and use it well before it hits. You'll see that you're immune after you dash.

    Try to dodge it at what seems like the right time and you'll get hit with it.

    Try it with a CW and you'll be fine.

    The problem with your theory is that dodge works just fine for CW at the correct moments.
    My Harem: Dawn HR, Erin CW, Piper TR, Zoe GWF
  • cryptfoundationcryptfoundation Member Posts: 342 Arc User
    edited September 2014
    Trust me bruh, you'd rather our 5-6 buggy dodges then 5-6 actually working dodges. If we actually get dodges that don't bug then you won't have to worry about bull charge being broke because we'll never get bull charged
  • twilightwatchmantwilightwatchman Member Posts: 2,007 Arc User
    edited September 2014
    Try a single dodge on the wing gust attack, and use it well before it hits. You'll see that you're immune after you dash.

    Try to dodge it at what seems like the right time and you'll get hit with it.

    Try it with a CW and you'll be fine.

    The problem with your theory is that dodge works just fine for CW at the correct moments.
    It's still latency. The longer immunity frame on the CW just means that latency doesn't affect it unless it's extremely bad - at which point you'd be suffering multiple other issues. The tiny immunity frame on the HR dodge means that pretty much any latency - and there's always some - has a chance to bug it out.

    This is why a double-tap dodge works so much better. You're 'chaining' immunity frames and making yourself less vulnerable to lag.

    The only way to 'fix' the HR dodge is make it at least twice as long. You'd then have to double the stamina cost to compensate and suddenly you don't have the same class mechanic or fighting style any more.
    Jenna Sunsoul - Justice Tankadin
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  • hamletswordshamletswords Member, Neverwinter Beta Users Posts: 1,320 Bounty Hunter
    edited September 2014
    It's still latency. The longer immunity frame on the CW just means that latency doesn't affect it unless it's extremely bad - at which point you'd be suffering multiple other issues. The tiny immunity frame on the HR dodge means that pretty much any latency - and there's always some - has a chance to bug it out.

    This is why a double-tap dodge works so much better. You're 'chaining' immunity frames and making yourself less vulnerable to lag.

    The only way to 'fix' the HR dodge is make it at least twice as long. You'd then have to double the stamina cost to compensate and suddenly you don't have the same class mechanic or fighting style any more.

    I just don't get how the length of the immunity would affect the very beginning of the effect. It seems to trigger later on HR dodge than CW dodge.
    My Harem: Dawn HR, Erin CW, Piper TR, Zoe GWF
  • marlasingersmarlasingers Member, Neverwinter Knight of the Feywild Users Posts: 14 Arc User
    edited September 2014
    HR's are able to break free from CC, WITHOUT Fox Cunning or Fox Shift on the attacker's screen. There's a small window where they can break from CC by using dodge. In ONE single match, a HR snapped out of the CC, after being bull charged. He didn't even hit the ground yet. He was still air born, when he shift/dodged right out of the Bull Charge's crowd control effect. Twice in ONE round, while being Griffin's Wrathed, which he should be stunned, and unable to break free from CC, he dodges right out of it. I've already uploaded visual footage of HR's breaking CC 3 times.

    Has anyone else besides the handful of people I know, experienced this before?


    _________________________

    Some player's say it's a combination of lag + un-synchronized animation, some says it's the halfling's ability kicking in + tenacity. Whatever the case may be, this should be looked into because it effects both parties. The defender (the HR), and his attacks (enemies).

    After reading this I thought it would be interesting if you and the HR were both streaming, bc I'd like to see this example from both perspectives. I can't break the CC the way you're saying its happening to you, but I could surmise, like you said, that there could be a small piece of time where you're both hitting your respective buttons so close to the same moment and there's just enough latency that you see it as a reactive move when it was an anticipitory one.

    Marla Singer
  • lewstelamon01lewstelamon01 Member Posts: 7,415 Arc User
    edited September 2014
    That's quite enough. I've seen more back and forth bickering and trolling and not a whit of anything even resembling constructive feedback.

    Closing this down.
    ROLL TIDE ROLL

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