Always, hrs dodge requires 2 3 of them to actually be skmewhat useful and the recharge time is offensive high...more than 30 seconds.
I posted today about this in feedback thread. Please go bump it if you share the problem
40 % sounds about right.
But its far from the only delays we got.
I like to open a fight in ranged stance, then swap to melee - marauders rush - boars(knockdown) - fox, and if in trouble: back to ranged-marauders excape, problem is theres a silly delay on all encounters. If it a visual problem-get rid of visuals, I just want it to work with no delays..
HR has always had a poor dodge because, in most other ways, HR is very strong.
HR is the only ranged class which also has a gap-closer and an escape (marauder's rush/escape).
Usually, only melee classes get a gap-closer ability.
HR can do 6 consecutive encounters (3 ranged and 3 melee) which is a lot.
DC can spam encounters too but, in my opinion, this is a bad design from cryptic.
Just want to reiterate that if you feel my same pain in shiftning as Hr you should really give your feedback in the right thread.
It really makes no sense to have a stamina regen longer than 30 seconds when we have dodges like those.
Well if you try Warlock or Wizard, then you'll rage quit, and heres is the little trick that i discovered from Boar, when you use it, press shift at delays, at least i have time for use aimed strike with that.
depends on ping. usually you can get frozen in middle of dodge or generally interrupted ~40% chance.
Boars has 0.5 freeze after animation ends. All of this are known bugs since mod 3 or so but never fixed.
At least this is not "no escape" dodge that was earlier with gwf roar. Where you first dodge. then gwf roared. and you returned into gwf roar area.
HR dodge needs immunity frame as all other blink/dodge have.
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nevervisitMember, Neverwinter Beta UsersPosts: 19Arc User
edited March 2015
Hm... my main is an HR and I don't have many problems other than on days when I have latency problems. I think the issue is the game's sync of the multiple players and each player's latency within the game. Since our dodge has such a short animation and distance, the dodge window is incredibly small, unlike every other class that can shift+dodge, as their animation is at least twice as long, with twice the frame distance.
It's the same issue I have sometimes with my GWF's sprint. We're supposed to be immune to certain effects while sprinting, but sometimes when I initiate a sprint, it's too late, as my latency has tricked me into doing it too late.
Comments
I posted today about this in feedback thread. Please go bump it if you share the problem
Poor soul didnt have time to log out.
But its far from the only delays we got.
I like to open a fight in ranged stance, then swap to melee - marauders rush - boars(knockdown) - fox, and if in trouble: back to ranged-marauders excape, problem is theres a silly delay on all encounters. If it a visual problem-get rid of visuals, I just want it to work with no delays..
thats a Bug..when u stun target ur stuned as well (stupid).
HR is the only ranged class which also has a gap-closer and an escape (marauder's rush/escape).
Usually, only melee classes get a gap-closer ability.
HR can do 6 consecutive encounters (3 ranged and 3 melee) which is a lot.
DC can spam encounters too but, in my opinion, this is a bad design from cryptic.
It really makes no sense to have a stamina regen longer than 30 seconds when we have dodges like those.
Boars has 0.5 freeze after animation ends. All of this are known bugs since mod 3 or so but never fixed.
At least this is not "no escape" dodge that was earlier with gwf roar. Where you first dodge. then gwf roared. and you returned into gwf roar area.
HR dodge needs immunity frame as all other blink/dodge have.
It's the same issue I have sometimes with my GWF's sprint. We're supposed to be immune to certain effects while sprinting, but sometimes when I initiate a sprint, it's too late, as my latency has tricked me into doing it too late.