Maintenance for the week of December 15:
· [IN PROGRESS] PC/Mac: NA and EU megaservers for maintenance – December 15, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
· [IN PROGRESS] Xbox: NA and EU megaservers for maintenance – December 15, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
· [IN PROGRESS] PlayStation®: NA and EU megaservers for maintenance – December 15, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)

BUG - Projectiles have fixed travel time?!

Jeezye
Jeezye
✭✭✭✭✭
Hey everyone, while testing my new magblade setup in duels I stumbled over a very weird coincidence that might implicate huge problems to the game and current issues people report.

So while I was duelling, I was trying to fire off my assassins will, which is a ranged projectile, from a melee distance because I'm running a melee setup. I was soon getting tired of my partner dodging all income assassins wills even though I off-timed them, varied in combos and tried to hide it in my rotations. However, he always managed to dodge it and I felt it must have been the lag that made it impossible to land. However, after certain duels we both realized that the assassins will travel time is insanely slow. So we tried out different scenarios and I fired it off from a distance, and the travel time seemed to be exactly the same. We though that might be a problem specifically for the assassins will, since it got nerfed a few patches ago to increase counterplay. My friend then logged on his magsorc and we tried the exact same setup with christal fragments. Same thing occured: In melee range, the projectile was travelling super slow and it was super easy for me to dodge it, while travelling much fast from range.

This effect can be pushed to the extend that said projectiles can be timed with subsequent faster travelling or instant cast ability like curshing shock to land at the same time. I doubt this is intended.

This led to our assumption that certain projectiles have a fixed amount of travel time that adjusts to the distance of your target, meaning both frags and AW travel at ~1s. This may imply huge issues:
  1. The reward from playing a risky melee gameplay, both in pve and pvp, is getting neglected because its more effective to use said skills from range
  2. this might be an underlying mechanic that is the cause of desynced skills many people complain about (Snipe!!!, no evidence)
  3. the gameplay feels clunky because when completly close to each other, the projectiles speed is so low you can almost outrun it (though this is of course not possible)
  4. travel time is so slow that its possible to combo it with subsequent abilities
  5. probably more

I'm sure this effect is not limited to just those two skills but is used by a variety of skills in the game. I'd really like to address this and ask you guys if you happend to experience similar issues with other abilities. Thx
  • Kadoin
    Kadoin
    ✭✭✭✭✭
    ✭✭
    You just noticed this...? I keep saying battle is not "real-time"... It's not just projectiles too, its DoT as well like destro ult. I've memorized all the tick times to best use invis pot :D
  • Oakmontowls_ESO
    Oakmontowls_ESO
    ✭✭✭✭✭
    It is an intended feature not a bug.
  • cpuScientist
    cpuScientist
    ✭✭✭✭✭
    They specifically changed those 2 skills because they felt that there was no real counter play to such strong burst abilities up close. PERSONALLY I feel if you close the gap on a range toon they should be able to hit you faster with their ranged attacks. But overall it has probably been a good change. And makes those very strong abilities easier to deal with and fight against.
Sign In or Register to comment.