@Emma_Overload In PvP most stamina builds are using shuffle, you should read the description of that skill
@Emma_Overload In PvP most stamina builds are using shuffle, you should read the description of that skill
BroanBeast1215 wrote: »It’s not a valid tactic for attack evasion.what difference does it make? Is the game meant to be a ninja jump fest or not?
jumping shouldn't work like roll dodge. Roll dodge consumes resources. Therefore if this is a valid tactic for attack evasion it should consume resources.
It’s a tactic for having your attacks land even when your opponent is behind you.
Walking through people and getting behind them is the thing that is causing the attack evasion. Jumping just allows 360 los so that walkthrough has no effect.
I don’t know how much clearer I can be about this.
He's right though, IMO jumping provides a wide enough set of combat advantages to warrant a stamina cost.
/facepalm
how are people this moronic?
BroanBeast1215 wrote: »It’s not a valid tactic for attack evasion.what difference does it make? Is the game meant to be a ninja jump fest or not?
jumping shouldn't work like roll dodge. Roll dodge consumes resources. Therefore if this is a valid tactic for attack evasion it should consume resources.
It’s a tactic for having your attacks land even when your opponent is behind you.
Walking through people and getting behind them is the thing that is causing the attack evasion. Jumping just allows 360 los so that walkthrough has no effect.
I don’t know how much clearer I can be about this.
He's right though, IMO jumping provides a wide enough set of combat advantages to warrant a stamina cost.
/facepalm
how are people this moronic?
@BroanBeast1215 you're so right. They should just go ahead and remove the cost of sprinting, dodging, and blocking too. Balanced gameplay is so moronic. /s
Oh wait, go back and play Morrowind and Oblivion and notice the jump cost then get back in here and apologize.
I'll also give you some free benefit of the doubt here since most people don't know how busted jumping can be vs this game's craptacular targeting system.
BroanBeast1215 wrote: »It’s not a valid tactic for attack evasion.what difference does it make? Is the game meant to be a ninja jump fest or not?
jumping shouldn't work like roll dodge. Roll dodge consumes resources. Therefore if this is a valid tactic for attack evasion it should consume resources.
It’s a tactic for having your attacks land even when your opponent is behind you.
Walking through people and getting behind them is the thing that is causing the attack evasion. Jumping just allows 360 los so that walkthrough has no effect.
I don’t know how much clearer I can be about this.
He's right though, IMO jumping provides a wide enough set of combat advantages to warrant a stamina cost.
/facepalm
how are people this moronic?
@BroanBeast1215 you're so right. They should just go ahead and remove the cost of sprinting, dodging, and blocking too. Balanced gameplay is so moronic. /s
Oh wait, go back and play Morrowind and Oblivion and notice the jump cost then get back in here and apologize.
I'll also give you some free benefit of the doubt here since most people don't know how busted jumping can be vs this game's craptacular targeting system.
BroanBeast1215 wrote: »It’s not a valid tactic for attack evasion.what difference does it make? Is the game meant to be a ninja jump fest or not?
jumping shouldn't work like roll dodge. Roll dodge consumes resources. Therefore if this is a valid tactic for attack evasion it should consume resources.
It’s a tactic for having your attacks land even when your opponent is behind you.
Walking through people and getting behind them is the thing that is causing the attack evasion. Jumping just allows 360 los so that walkthrough has no effect.
I don’t know how much clearer I can be about this.
He's right though, IMO jumping provides a wide enough set of combat advantages to warrant a stamina cost.
/facepalm
how are people this moronic?
@BroanBeast1215 you're so right. They should just go ahead and remove the cost of sprinting, dodging, and blocking too. Balanced gameplay is so moronic. /s
Oh wait, go back and play Morrowind and Oblivion and notice the jump cost then get back in here and apologize.
I'll also give you some free benefit of the doubt here since most people don't know how busted jumping can be vs this game's craptacular targeting system.
Your logic here is akin to saying that because doctors tend to be near sick patients, we should get rid of all doctors in order to eliminate disease.
Emma_Overload wrote: »It has become apparent to me over time that it is somehow possible for some players to "LOS" you right in front of your face! WTF?
Let me explain the type of situation I'm talking about. Let's say I have a Frag procced for instant cast, and there's an enemy player positioned right in front me that I have already tab-targeted. When I say "right in front of me", I mean one meter or less. Assuming I am not hard CC'd, I should be able to tap the appropriate button and send that Frag flying instantly towards them. Except that's not what happens with certain players! Some of these guys are doing SOMETHING to make themselves basically un-targetable to your attacks, even though they are right in front of you with no intervening obstruction between you and them. I've noticed that usually these guys are wiggling back and forth, so I'm wondering if they are somehow exploiting the game's combat engine by doing this.
You know what the worst thing about this is? While these guys are doing this little dance they do, they're still able to hit ME with their attacks! How the heck is this possible? More importantly, how is this fair?
Now you understand the difference between 41 ft and 1 ft in front of you. Melee characters have had to deal with this since release. This is why unlockable un counter able CC from 41 ft away had to go. I have every alt/class combo in the game. When my combat style is melee its hard to hit other melee or even casters when you are that close. Your reticle is much more forgiving 41 ft away. Take this as a lesson ranged pvp toons. Range matters. It is inherently an advantage.
usmguy1234 wrote: »Since people are going to necro I'd figure I'd share this is why people bunny hop... or part of the reason. On the ground, your attacks can be walked through as a caster but in the air you almost have a 360 attack field. This is why I want to buy a elite controller for xbone bc I can remap jump to the left trigger to make it easier.
Emma_Overload wrote: »Now you understand the difference between 41 ft and 1 ft in front of you. Melee characters have had to deal with this since release. This is why unlockable un counter able CC from 41 ft away had to go. I have every alt/class combo in the game. When my combat style is melee its hard to hit other melee or even casters when you are that close. Your reticle is much more forgiving 41 ft away. Take this as a lesson ranged pvp toons. Range matters. It is inherently an advantage.
Range is only an advantage when you are actually allowed to fight at range... which never happens in the Imperial City. IC is full of melee builds with roots and gap closers out the wazoo, you NEVER get to spam ranged attacks unless you happen to be in the middle of a (rare) zerg.
Anyway, the problem described in the original post still remains: the combat engine needs to be fixed so that attacks that are in range and have LOS will ALWAYS connect to the target!
ZOS_Edward wrote: »Hi @Emma_Overload!
At times, what people may instinctively call an "exploit" or "cheat" may actually be something to do with in-game latency or a peculiar effect linked to an ability.
Many times positioning as it appears to you is not necessarily how it actually is due to latency, especially in close-quarters-combat situations. Good players will constantly stay on the move to take advantage of this, which isn't really an exploit in the sense you may be using that term.
In cases where it turns out that this is a function of an ability and you're not really a fan of that function, feel free to leave us feedback on it so we can get a sense of how you and the community feel about it.
If, after discussing things with the community, you feel that something is actually an exploit or cheat, then that discussion is better had over here or just submitted to us via a ticket in-game.
Emma_Overload wrote: »usmguy1234 wrote: »Since people are going to necro I'd figure I'd share this is why people bunny hop... or part of the reason. On the ground, your attacks can be walked through as a caster but in the air you almost have a 360 attack field. This is why I want to buy a elite controller for xbone bc I can remap jump to the left trigger to make it easier.
You're not the first person who has said this, so I'm beginning to believe it's not just an old wives tale. I'll have to try this some more next time I play.
Maybe they are simple wearing swift and kiting, as stam players should do. If that somehow makes them un-tagetable at super close range, then they would get the subconscious feedback loop that kiting is an effective strategy. I don't think this means that stam players are intentionally abusing the laggy messy system even if there is a targeting issue.
Maybe they are simple wearing swift and kiting, as stam players should do. If that somehow makes them un-tagetable at super close range, then they would get the subconscious feedback loop that kiting is an effective strategy. I don't think this means that stam players are intentionally abusing the laggy messy system even if there is a targeting issue.
To-hit and LoS checks for single target abilities are client side, not server side
Maybe they are simple wearing swift and kiting, as stam players should do. If that somehow makes them un-tagetable at super close range, then they would get the subconscious feedback loop that kiting is an effective strategy. I don't think this means that stam players are intentionally abusing the laggy messy system even if there is a targeting issue.
To-hit and LoS checks for single target abilities are client side, not server side
Would that not make the details about dancing irreverent?
It's true they could be cheating- but then they are cheating- not abusing a movement based mechanic.
Maybe they are simple wearing swift and kiting, as stam players should do. If that somehow makes them un-tagetable at super close range, then they would get the subconscious feedback loop that kiting is an effective strategy. I don't think this means that stam players are intentionally abusing the laggy messy system even if there is a targeting issue.
Emma_Overload wrote: »usmguy1234 wrote: »Since people are going to necro I'd figure I'd share this is why people bunny hop... or part of the reason. On the ground, your attacks can be walked through as a caster but in the air you almost have a 360 attack field. This is why I want to buy a elite controller for xbone bc I can remap jump to the left trigger to make it easier.
You're not the first person who has said this, so I'm beginning to believe it's not just an old wives tale. I'll have to try this some more next time I play.
usmguy1234 wrote: »Emma_Overload wrote: »usmguy1234 wrote: »Since people are going to necro I'd figure I'd share this is why people bunny hop... or part of the reason. On the ground, your attacks can be walked through as a caster but in the air you almost have a 360 attack field. This is why I want to buy a elite controller for xbone bc I can remap jump to the left trigger to make it easier.
You're not the first person who has said this, so I'm beginning to believe it's not just an old wives tale. I'll have to try this some more next time I play.
It's definitely true... It's most noticeable with force pulse. As long as you hit the skill before the other player breaks the 180 degree plane it will go off... but you have to be in the air. I suspect you could replicate it on a practice dummy but since it doesn't move, you'll have to jump past it.