We're going to have to agree to disagree. When I literally go from full health to dead in the time it takes to blink, before the game even visually registers a single skill? I know there's more going on than animation canceling. Even with ani-canceling (which certainly speeds things up), it's not possible to kill in that short a time.
There is another thread here, but there are issues happening with heavy attacks right now. Particularly any heavy attacks you make one after the other when keeping the mouse button pressed down.
I have been playing my Templar a lot lately and I have been testing it out on their and been able to repeat and trigger the bug a lot.
I have actually found that I run into the bug if, I attempt to use Vampire's Bane and attack from a distance.
More often then not, Vampire's Bane will misfire. It will show the beginning animation, but then won't follow through. Then, when I get within melee range, I can get off 1 heavy attack, but I will not get the next heavy attack follow through you get if you leave your button mouse pressed down. The animation completely stops and you have to release and press down the mouse button again. Otherwise you just stand there looking dumb.
So what I end up getting is attacks that look like this... Puncturing sweep... Puncturing sweep... heavy attack... stop..... puncturing sweep, vampire's bane... heavy attack... stop. Scramble, scramble, scramble for distance.. heal, heal.. puncturing sweep, puncturing sweep, puncturing sweep.. vampire bane, radiant destruction.
I also find this bug is most often happening on bosses of any kind. Quest bosses, World Bosses, Dungeon Bosses. So, it is really inconvenient and a pain to deal with.
I have had to ensure now that I don't use a ranged skill attack to start a fight, otherwise I end up with the bug.
I did submit a ticket detailing what it was I was doing that would trigger the bug.
Has any one else determined what they do that triggers this bug?
I know, it's not the best research example in the world. But I think this indicates, that something is odd with pet crit and it must be lower than intended. I have 68,2% spell crit. My twilight attacked 12 times, yet no single crit. My familiar landed 1 crit in 6 attacks. So 18 attacks but only 1 single crit with a 68% crit chance ? I think you agree, this can't be no coincidence.
In fact since this "fix" I haven't seen my pet crit being more than 20% or so.
People are exploiting in Cyrodil to be able to see any player in the vicinity, in stealth. Please please find a way to ban/block this.
Can we get Purifying Ritual "purifying off" crystal fragments added to the list?
Also Power Overload getting stuck in heavy attack or no attack when spamming light attacks too fast?
Also the being unable to use left click at all any more in the interface including block, break-free and using transitus?
Sorry but this is complete ***. How can a Macro bypass the restrictions the game has? even with Animation cancelling there IS A LIMIT given by the game which can NOT BE SURPASSED. NEITHER with Macroing NOR with Animation cancelling.
And a good Animation canceler will always be better than someone using Macros.
And I can oneshot people within 0,1 seconds aswell whenever I want. I do this by using a build that is made to do exactly that aswell as clever cancelling of animations.
I just see this macrostuff as an excuse for people who don't know why they just died. People who don't know why this sequence of skills was able to hit within the blink of an eye. You need more knowledge about which animation cancels which one and how and then you'll understand your death recap without the need to scream for someone being macroing.
For example a oneshot combination from a Bow / 2H DK will look like this:
In Stealth
Cast Rally
Cast Camouflaged Hunter
Cast Molten Armaments
Charge A Bow Heavy Attack
When it's fully Charged press Silver Leash and at the second you pressed it cancel that animation with a Weapon Swap and cast Critical Rush
You'll have 5 skills in your Death recap when Camouflaged Hunter Proccs
And all of that hit you in less than a second.
And if the target is still alive you'll initiate a lightattack and as soon as you pressed it you press Executioner which will cancel out your light attack animation.
I can tell you're very proud of your ability to ani-cancel - good for you! But no, that's not what these very specific death recaps look like. It is, in fact, most often the same skill, or at most, two skills - and that is how I know it's not merely ani-canceling and making good use of buffs before attacking. Why? Because as you've point out, something is happening that bypasses the normal restrictions of the game. And, just to reassure you - I've never had Camo Hunter show up on one of these particular recaps.
In fact, not only are folks are using macros, they're using them to more efficiently/better ani-cancel - and, since you don't seem to believe anyone is using macros at all, I thought I'd provide a video for you:https://www.youtube.com/watch?v=BpZa4c-WZoE
So yes, people ARE in fact using macros (and note that this is from LAST year - so they've been doing it that long). Whether they are only using them in the above sense or in other senses (as I suspect they are), the fact remains that they ARE using them. You can certainly make your argument and say that yes it's ONLY about the ani-canceling, but I will still argue that the macroing is part of the problem because it allows things to happen even faster than what would be possible manually (because we are human beings and that means human versus computer reaction time).
JustSnilloc wrote: »Back in August, (when I first got this game) I decided to create a character based on the idea of going fast. Faster than a horse! I looked up all the speed bonuses available to me and decided to go through with this plan. It's December now, and I finally reached Vet 1 and achieved the last of the primary speed bonuses. Excited, I decided to test out these bonuses to make sure that they could stack and that I wasn't passing up better gear for nothing.
Then I came to realize that the Speed Bonuses were being added at roughly HALF of what their description claimed that they should be. I recorded my speed tests, and organized all the math in one convenient little video below.https://youtu.be/VJZo6Yn9D5A
I'm really disappointed that this is the case. I contacted customer support over this, but after several emails back and forth (along with some troubleshooting), it seemed to be a problem that was out of their hands.
It's worth noting that there should be no reason for the speed bonuses not working as described except for possible (in-game) formula errors. Frames per second, and my system's processing power at the time should have no bearing on this as this video was shot all in one go (and later edited to include the math). With my characters natural base speed as the "control", everything added on top should work as officially described, but it doesn't.
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Platform - PS4
Server - NA (United States)
Character Name - Jub the Swift
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(I also posted this in the PS4 Technical Support section, another user suggested I post it here)
Without going through the calculations just yet are you aware that a 100% speed bonus will mean you'll reach your target at 50% of the usual time needed? Because you're going twice as fast. Just because I saw you emntion they would only be half as effective I thought you might have done a mathematical error here.
100% faster does not mean you'll need 100% less time because that would mean that you'll be teleporting at 100% faster.
JustSnilloc wrote: »Back in August, (when I first got this game) I decided to create a character based on the idea of going fast. Faster than a horse! I looked up all the speed bonuses available to me and decided to go through with this plan. It's December now, and I finally reached Vet 1 and achieved the last of the primary speed bonuses. Excited, I decided to test out these bonuses to make sure that they could stack and that I wasn't passing up better gear for nothing.
Then I came to realize that the Speed Bonuses were being added at roughly HALF of what their description claimed that they should be. I recorded my speed tests, and organized all the math in one convenient little video below.https://youtu.be/VJZo6Yn9D5A
I'm really disappointed that this is the case. I contacted customer support over this, but after several emails back and forth (along with some troubleshooting), it seemed to be a problem that was out of their hands.
It's worth noting that there should be no reason for the speed bonuses not working as described except for possible (in-game) formula errors. Frames per second, and my system's processing power at the time should have no bearing on this as this video was shot all in one go (and later edited to include the math). With my characters natural base speed as the "control", everything added on top should work as officially described, but it doesn't.
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Platform - PS4
Server - NA (United States)
Character Name - Jub the Swift
---
(I also posted this in the PS4 Technical Support section, another user suggested I post it here)
I know, it's not the best research example in the world. But I think this indicates, that something is odd with pet crit and it must be lower than intended. I have 68,2% spell crit. My twilight attacked 12 times, yet no single crit. My familiar landed 1 crit in 6 attacks. So 18 attacks but only 1 single crit with a 68% crit chance ? I think you agree, this can't be no coincidence.
In fact since this "fix" I haven't seen my pet crit being more than 20% or so.
Dont have this skill but have several times been able to use the morhp of Rite of Passage - Remembrance without ultimate cost, this is NOT being caused by lag as it was on Trueflame and lag free at the time, every time it's happened I've used Remembrance again within 1-2 secs.Warhorn (Assault): The unmorphed version of this can often be activated without costing Ultimate. You can sometimes spam this ability multiple times and then even use a different Ultimate on top. In rare cases this also happens with the morphed versions of this skill.