VelociousLegend wrote:From a programming perspective, it seems like a slap on fix that forces the target to freeze while the skill's animation launches toward the target; keeping the landing spot fixed for 1.5 seconds. There has to be a better implementation for gap closing mechanics.
Something that allows for independent movement (target and attacker) while still landing the gap closing attack - dynamic vectors for example. You have the targets movement, just apply the target movement changes to the gap closing vector (distance and angle). Surely, there are edge cases to consider, but if done correctly it would fix this game mechanic.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
so this garbage was intentional. are you kidding me?. This past day i've had this crap spammed on me till i died and i couldn't do anything to get out of it (no dodge roll, no streak, no shield, no frag nothing) This is not good gameplay thought it was a bug it's repulsive to find out it's intentional.
so this garbage was intentional. are you kidding me?. This past day i've had this crap spammed on me till i died and i couldn't do anything to get out of it (no dodge roll, no streak, no shield, no frag nothing) This is not good gameplay thought it was a bug it's repulsive to find out it's intentional.
Well then you'll also be delighted to know (if you don't already =P) that the origin of the horrific lag and performance loss in pvp was from an intentional change that they refuse to revert.
hahaha you tried so hard to fit in some complaining about your buzzwords "ball groups" and "monkeys" instead of just talking about the issue. Lolz.
I do agree though, freezing someone because an enemy uses a gap closer is poor design because they couldn't figure how to balance streak.
hahaha you tried so hard to fit in some complaining about your buzzwords "ball groups" and "monkeys" instead of just talking about the issue. Lolz.
I do agree though, freezing someone because an enemy uses a gap closer is poor design because they couldn't figure how to balance streak.
Not that it helped anything but f*cked up everyone apart from sorcs much more.
ESO can't be the only game with gap closers.. wonder how the other games do it. (imho too many gap closers in ESO, one of the reasons why high DPS squishy caster that needs to keep his distance, doesn't work in this game.. instead we have high DPS face tank casters... but that's a different story)
so this garbage was intentional. are you kidding me?. This past day i've had this crap spammed on me till i died and i couldn't do anything to get out of it (no dodge roll, no streak, no shield, no frag nothing) This is not good gameplay thought it was a bug it's repulsive to find out it's intentional.
Well then you'll also be delighted to know (if you don't already =P) that the origin of the horrific lag and performance loss in pvp was from an intentional change that they refuse to revert.
The AOE cap, yeah. seems they're dead set on making PvP less enjoyable rather than improving it.
Yea doesnt matter if its 20 people or 3 people. This becomes a real issue if youre in a 1v3 for example and a NB can spam ambush point blank over and over. Its an absolute joke. And the maddening part is theyre actually being very effective outside of intended game mechanics while being complete idiots. Given that however - ZOS probably is pleasantly surprised they have unintentionally buffed casuals and never change it now.
so this garbage was intentional. are you kidding me?. This past day i've had this crap spammed on me till i died and i couldn't do anything to get out of it (no dodge roll, no streak, no shield, no frag nothing) This is not good gameplay thought it was a bug it's repulsive to find out it's intentional.
Well then you'll also be delighted to know (if you don't already =P) that the origin of the horrific lag and performance loss in pvp was from an intentional change that they refuse to revert.
The AOE cap, yeah. seems they're dead set on making PvP less enjoyable rather than improving it.
Actually was talking about the new lighting and anti botting code that were added with 1.2, but capping what already wasn't didn't help
so this garbage was intentional. are you kidding me?. This past day i've had this crap spammed on me till i died and i couldn't do anything to get out of it (no dodge roll, no streak, no shield, no frag nothing) This is not good gameplay thought it was a bug it's repulsive to find out it's intentional.
Well then you'll also be delighted to know (if you don't already =P) that the origin of the horrific lag and performance loss in pvp was from an intentional change that they refuse to revert.
The AOE cap, yeah. seems they're dead set on making PvP less enjoyable rather than improving it.
Actually was talking about the new lighting and anti botting code that were added with 1.2, but capping what already wasn't didn't help
Yeah, the Lighting patch is one thing. isn't the anti-botting patch a neccissary evil tho. I mean, all this time i've been playing ESO i've yet to see a single bot.....
hahaha you tried so hard to fit in some complaining about your buzzwords "ball groups" and "monkeys" instead of just talking about the issue. Lolz.
I do agree though, freezing someone because an enemy uses a gap closer is poor design because they couldn't figure how to balance streak.
From a programming perspective, it seems like a slap on fix that forces the target to freeze while the skill's animation launches toward the target; keeping the landing spot fixed for 1.5 seconds. There has to be a better implementation for gap closing mechanics.
Something that allows for independent movement (target and attacker) while still landing the gap closing attack - dynamic vectors for example. You have the targets movement, just apply the target movement changes to the gap closing vector (distance and angle). Surely, there are edge cases to consider, but if done correctly it would fix this game mechanic.
I think they're trying not to add more LOS checks. What if the target puts a tree between himself and the attacker mid charge?
The gap between the attacker and where the target was at cast time should be closed. It shouldn't be a heat seeking/target rooting missile. If the target moves, tough s*** try again. The root needs to be removed from all gap closers. Giving Ambush a minimum range is just a bandaid over a bigger problem.