Anti_Virus wrote: »PvP is intended to be fast paced. In order for these ultra to stay useful ... they need to be fast. Whereas DB would normally be handy against a Zerg, now along with the lag that Zerg has time to kill u or cc u down so u cannot harm them. NB ultra is also useless now, in martial arts speed is key, we don’t stop and wait before throwing a round house kick.
Bad theory.
You also can’t animation cancel a kick irl.
Hah Are you sure? . Some of those guys move so fast it wouldn’t surprise me.
However really, to be fair here PvP wise the lag is going to make this a nightmare. It’s just like Streak, many times in PvP I just sit there trying to bolt away and the anim never finishes and I die.
A lot of these attacks now will never finish because the anim will get hung up, like it already does with other skills. We can argue all day about the theory behind doing this whichever way however the current existing systemic problems not being addressed for so long are going to make their progress fruitless until something is done to address the real issues.
It kinda seems like one part of the dept wants to develop, shake things up and another part is not interested. Clearly they are not on the same page or ppl in Dev are not collaborating well between projects. Dev group vs Server and Architecture.
Anti_Virus wrote: »Anti_Virus wrote: »PvP is intended to be fast paced. In order for these ultra to stay useful ... they need to be fast. Whereas DB would normally be handy against a Zerg, now along with the lag that Zerg has time to kill u or cc u down so u cannot harm them. NB ultra is also useless now, in martial arts speed is key, we don’t stop and wait before throwing a round house kick.
Bad theory.
You also can’t animation cancel a kick irl.
An experienced fighter cuts out the useless or exaggerated movements which you could argue would be a similar process to animation canceling ie cutting out the useless/exaggerated movements.
If you don’t fully commit to the kick then your opponent shouldn’t get hit by an invisible kick.
who says you're not fully committing to it?. the useless movements are just that, useless.
also animation canceling doesn't make abilities invisible. it makes them like Bruce lee''s kicks, fast.
[Edit to remove bait]
Y’all the heat on that dude is unwarranted. The fact remains that anim canceling is a failure on the devs part to create systems. The community has embraced, adapted and eventually found enjoyment in a broken aspect of the game.
Your “skill” can largely be implemented with macros, which are quite common, but that is simply a QoL issue.
Several of these skills already had minimum animations that anim canceling / macros can’t get around and those are compounded by server lag.
Cast times on melee range skills will be annoying, but they are already there. How many times have you had Incap/Onslaught whiff or someone simply walked out of the range? This is why most people CC before an Ultimate. Not much will change other than the Heavy > Ult > Bash combo.
Anti_Virus wrote: »Anti_Virus wrote: »PvP is intended to be fast paced. In order for these ultra to stay useful ... they need to be fast. Whereas DB would normally be handy against a Zerg, now along with the lag that Zerg has time to kill u or cc u down so u cannot harm them. NB ultra is also useless now, in martial arts speed is key, we don’t stop and wait before throwing a round house kick.
Bad theory.
You also can’t animation cancel a kick irl.
Hah Are you sure? . Some of those guys move so fast it wouldn’t surprise me.
However really, to be fair here PvP wise the lag is going to make this a nightmare. It’s just like Streak, many times in PvP I just sit there trying to bolt away and the anim never finishes and I die.
A lot of these attacks now will never finish because the anim will get hung up, like it already does with other skills. We can argue all day about the theory behind doing this whichever way however the current existing systemic problems not being addressed for so long are going to make their progress fruitless until something is done to address the real issues.
It kinda seems like one part of the dept wants to develop, shake things up and another part is not interested. Clearly they are not on the same page or ppl in Dev are not collaborating well between projects. Dev group vs Server and Architecture.
Light attack weaving is fine, but invisible high burst attacks hitting players at almost gcd speed is not skilled in the slighted its a bug that should be fixed and its what the devs are doing.Anti_Virus wrote: »Anti_Virus wrote: »PvP is intended to be fast paced. In order for these ultra to stay useful ... they need to be fast. Whereas DB would normally be handy against a Zerg, now along with the lag that Zerg has time to kill u or cc u down so u cannot harm them. NB ultra is also useless now, in martial arts speed is key, we don’t stop and wait before throwing a round house kick.
Bad theory.
You also can’t animation cancel a kick irl.
An experienced fighter cuts out the useless or exaggerated movements which you could argue would be a similar process to animation canceling ie cutting out the useless/exaggerated movements.
If you don’t fully commit to the kick then your opponent shouldn’t get hit by an invisible kick.
who says you're not fully committing to it?. the useless movements are just that, useless.
also animation canceling doesn't make abilities invisible. it makes them like Bruce lee''s kicks, fast.
[Edit to remove bait]
Animation canceling does indeed make abilities invisible anyone can block right after casting dawnbreaker/incap or any other single target ultimate and canceling the animation ie. blocking but still land an invisible dawnbreaker/incap and call that skilled.
Throwing a punch/ kick is not “ useless movement” you need to generate power (hip rotation/force) to punch/kick which causes an “animation”. You CANNOT commit to an attack only to stop mid way and still land an invisible strike attack, which is silliness
That’s essentially what you are fighting forY’all the heat on that dude is unwarranted. The fact remains that anim canceling is a failure on the devs part to create systems. The community has embraced, adapted and eventually found enjoyment in a broken aspect of the game.
Your “skill” can largely be implemented with macros, which are quite common, but that is simply a QoL issue.
Several of these skills already had minimum animations that anim canceling / macros can’t get around and those are compounded by server lag.
Cast times on melee range skills will be annoying, but they are already there. How many times have you had Incap/Onslaught whiff or someone simply walked out of the range? This is why most people CC before an Ultimate. Not much will change other than the Heavy > Ult > Bash combo.
This is what i’ve been saying now these “good” player will be exposed no more easy kills now you need to use your brain to find openings in your opponents defense to land your burst and most of these guys can’t fathom having to do that they just want to one shot ppl upload to youtube and call themselves good.
Anti_Virus wrote: »Anti_Virus wrote: »PvP is intended to be fast paced. In order for these ultra to stay useful ... they need to be fast. Whereas DB would normally be handy against a Zerg, now along with the lag that Zerg has time to kill u or cc u down so u cannot harm them. NB ultra is also useless now, in martial arts speed is key, we don’t stop and wait before throwing a round house kick.
Bad theory.
You also can’t animation cancel a kick irl.
Hah Are you sure? . Some of those guys move so fast it wouldn’t surprise me.
However really, to be fair here PvP wise the lag is going to make this a nightmare. It’s just like Streak, many times in PvP I just sit there trying to bolt away and the anim never finishes and I die.
A lot of these attacks now will never finish because the anim will get hung up, like it already does with other skills. We can argue all day about the theory behind doing this whichever way however the current existing systemic problems not being addressed for so long are going to make their progress fruitless until something is done to address the real issues.
It kinda seems like one part of the dept wants to develop, shake things up and another part is not interested. Clearly they are not on the same page or ppl in Dev are not collaborating well between projects. Dev group vs Server and Architecture.
Light attack weaving is fine, but invisible high burst attacks hitting players at almost gcd speed is not skilled in the slighted its a bug that should be fixed and its what the devs are doing.Anti_Virus wrote: »Anti_Virus wrote: »PvP is intended to be fast paced. In order for these ultra to stay useful ... they need to be fast. Whereas DB would normally be handy against a Zerg, now along with the lag that Zerg has time to kill u or cc u down so u cannot harm them. NB ultra is also useless now, in martial arts speed is key, we don’t stop and wait before throwing a round house kick.
Bad theory.
You also can’t animation cancel a kick irl.
An experienced fighter cuts out the useless or exaggerated movements which you could argue would be a similar process to animation canceling ie cutting out the useless/exaggerated movements.
If you don’t fully commit to the kick then your opponent shouldn’t get hit by an invisible kick.
who says you're not fully committing to it?. the useless movements are just that, useless.
also animation canceling doesn't make abilities invisible. it makes them like Bruce lee''s kicks, fast.
[Edit to remove bait]
Animation canceling does indeed make abilities invisible anyone can block right after casting dawnbreaker/incap or any other single target ultimate and canceling the animation ie. blocking but still land an invisible dawnbreaker/incap and call that skilled.
Throwing a punch/ kick is not “ useless movement” you need to generate power (hip rotation/force) to punch/kick which causes an “animation”. You CANNOT commit to an attack only to stop mid way and still land an invisible strike attack, which is silliness
That’s essentially what you are fighting forY’all the heat on that dude is unwarranted. The fact remains that anim canceling is a failure on the devs part to create systems. The community has embraced, adapted and eventually found enjoyment in a broken aspect of the game.
Your “skill” can largely be implemented with macros, which are quite common, but that is simply a QoL issue.
Several of these skills already had minimum animations that anim canceling / macros can’t get around and those are compounded by server lag.
Cast times on melee range skills will be annoying, but they are already there. How many times have you had Incap/Onslaught whiff or someone simply walked out of the range? This is why most people CC before an Ultimate. Not much will change other than the Heavy > Ult > Bash combo.
This is what i’ve been saying now these “good” player will be exposed no more easy kills now you need to use your brain to find openings in your opponents defense to land your burst and most of these guys can’t fathom having to do that they just want to one shot ppl upload to youtube and call themselves good.
Yeah I do hear what you're saying in that first part. There have been times when I'll be in PvP and die to like 2 or maybe even 3 Dawnbreakers. And I never saw the animation. So you guys saying that have a point there and it's worth a look to try and fix. However, with that said, I do maintain as long as they allow animation cancelling to go on, which I belive the Devs were asked about this before and shrugged it off, so if they're ok with it then there is no need for cast times. It kinda defeats the point. Like we can anim cancel some things and not others but why? It shouldn't matter. Either allow it, make your peace with it or address it. And in addressing the problem, take your time. Consider the best options given the circumstances.
Yeah don't cherry pick some ults and not others. One idea is to just make all ults w/ a cast time and skills without. However that still leaves something to be desired. You want to hold some of this stuff to a higher standard than your engine/server is currently capable of. It results in waste. Either way, lag will kill this idea and make cast time ultras miserable to use. At best unreliable at worse random firing when activated.
leepalmer95 wrote: »So if I ult someone on my dw bar then switch to 2h bar it's going to be so delayed i won't be able to execute before they cc break and block/heal/ roll.
Yeah seems fine, such a good time. Slow down the gameplay so even the most potato plebs can survive.
Anti_Virus wrote: »leepalmer95 wrote: »So if I ult someone on my dw bar then switch to 2h bar it's going to be so delayed i won't be able to execute before they cc break and block/heal/ roll.
Yeah seems fine, such a good time. Slow down the gameplay so even the most potato plebs can survive.
Or stop being so predictable in your burst and find alternate patterns in your opponents defense.
leepalmer95 wrote: »Anti_Virus wrote: »leepalmer95 wrote: »So if I ult someone on my dw bar then switch to 2h bar it's going to be so delayed i won't be able to execute before they cc break and block/heal/ roll.
Yeah seems fine, such a good time. Slow down the gameplay so even the most potato plebs can survive.
Or stop being so predictable in your burst and find alternate patterns in your opponents defense.
?
Tell me these other patterns? Because in a game thats all about burst in pvp, you either kill them quickly or not at all tell me these other 'patterns'.
Anti_Virus wrote: »leepalmer95 wrote: »Anti_Virus wrote: »leepalmer95 wrote: »So if I ult someone on my dw bar then switch to 2h bar it's going to be so delayed i won't be able to execute before they cc break and block/heal/ roll.
Yeah seems fine, such a good time. Slow down the gameplay so even the most potato plebs can survive.
Or stop being so predictable in your burst and find alternate patterns in your opponents defense.
?
Tell me these other patterns? Because in a game thats all about burst in pvp, you either kill them quickly or not at all tell me these other 'patterns'.
When You CC an opponent you should already know that they will roll dodge, instead of using right after a cc bait them to roll then land your ultimate, very simple.
In boxing or fighting doing the same move over and over again is dumb since your opponent will counter your predictable burst.
Anti_Virus wrote: »Anti_Virus wrote: »Anti_Virus wrote: »PvP is intended to be fast paced. In order for these ultra to stay useful ... they need to be fast. Whereas DB would normally be handy against a Zerg, now along with the lag that Zerg has time to kill u or cc u down so u cannot harm them. NB ultra is also useless now, in martial arts speed is key, we don’t stop and wait before throwing a round house kick.
Bad theory.
You also can’t animation cancel a kick irl.
Hah Are you sure? . Some of those guys move so fast it wouldn’t surprise me.
However really, to be fair here PvP wise the lag is going to make this a nightmare. It’s just like Streak, many times in PvP I just sit there trying to bolt away and the anim never finishes and I die.
A lot of these attacks now will never finish because the anim will get hung up, like it already does with other skills. We can argue all day about the theory behind doing this whichever way however the current existing systemic problems not being addressed for so long are going to make their progress fruitless until something is done to address the real issues.
It kinda seems like one part of the dept wants to develop, shake things up and another part is not interested. Clearly they are not on the same page or ppl in Dev are not collaborating well between projects. Dev group vs Server and Architecture.
Light attack weaving is fine, but invisible high burst attacks hitting players at almost gcd speed is not skilled in the slighted its a bug that should be fixed and its what the devs are doing.Anti_Virus wrote: »Anti_Virus wrote: »PvP is intended to be fast paced. In order for these ultra to stay useful ... they need to be fast. Whereas DB would normally be handy against a Zerg, now along with the lag that Zerg has time to kill u or cc u down so u cannot harm them. NB ultra is also useless now, in martial arts speed is key, we don’t stop and wait before throwing a round house kick.
Bad theory.
You also can’t animation cancel a kick irl.
An experienced fighter cuts out the useless or exaggerated movements which you could argue would be a similar process to animation canceling ie cutting out the useless/exaggerated movements.
If you don’t fully commit to the kick then your opponent shouldn’t get hit by an invisible kick.
who says you're not fully committing to it?. the useless movements are just that, useless.
also animation canceling doesn't make abilities invisible. it makes them like Bruce lee''s kicks, fast.
[Edit to remove bait]
Animation canceling does indeed make abilities invisible anyone can block right after casting dawnbreaker/incap or any other single target ultimate and canceling the animation ie. blocking but still land an invisible dawnbreaker/incap and call that skilled.
Throwing a punch/ kick is not “ useless movement” you need to generate power (hip rotation/force) to punch/kick which causes an “animation”. You CANNOT commit to an attack only to stop mid way and still land an invisible strike attack, which is silliness
That’s essentially what you are fighting forY’all the heat on that dude is unwarranted. The fact remains that anim canceling is a failure on the devs part to create systems. The community has embraced, adapted and eventually found enjoyment in a broken aspect of the game.
Your “skill” can largely be implemented with macros, which are quite common, but that is simply a QoL issue.
Several of these skills already had minimum animations that anim canceling / macros can’t get around and those are compounded by server lag.
Cast times on melee range skills will be annoying, but they are already there. How many times have you had Incap/Onslaught whiff or someone simply walked out of the range? This is why most people CC before an Ultimate. Not much will change other than the Heavy > Ult > Bash combo.
This is what i’ve been saying now these “good” player will be exposed no more easy kills now you need to use your brain to find openings in your opponents defense to land your burst and most of these guys can’t fathom having to do that they just want to one shot ppl upload to youtube and call themselves good.
Yeah I do hear what you're saying in that first part. There have been times when I'll be in PvP and die to like 2 or maybe even 3 Dawnbreakers. And I never saw the animation. So you guys saying that have a point there and it's worth a look to try and fix. However, with that said, I do maintain as long as they allow animation cancelling to go on, which I belive the Devs were asked about this before and shrugged it off, so if they're ok with it then there is no need for cast times. It kinda defeats the point. Like we can anim cancel some things and not others but why? It shouldn't matter. Either allow it, make your peace with it or address it. And in addressing the problem, take your time. Consider the best options given the circumstances.
Yeah don't cherry pick some ults and not others. One idea is to just make all ults w/ a cast time and skills without. However that still leaves something to be desired. You want to hold some of this stuff to a higher standard than your engine/server is currently capable of. It results in waste. Either way, lag will kill this idea and make cast time ultras miserable to use. At best unreliable at worse random firing when activated.
Thank you for your dialogue. My argument isn’t to make pvp boring or anything just healthier.
Imo abilities that hit hard/high immediate burst shouldn’t have the ability to cancel the animation there should be counter play if people want healthy competitive pvp. In any game animation canceling is typically a bad thing it lowers the games TTK which is again bad for mmo.
Micro cast times is the best solution to this problem I don’t always agree with changes from the devs but this round of patch notes is one of the best imo.
[edit]
Some ultimates don’t have a cast time but they have a telegraph of some sorts like meteor with the ring around you and flesh colossus cracked earth while others are either a channel like ballista or soul assault which deals its full damage overtime giving you ample time to counter. Certain melee ultimates like crescent sweep which again deals its full damage overtime
Dragonknights leap ultimate is a contender for adding a small cast time as well but its tricky to argue for this since from range it can be countered via visual telegraph but in melee range you often cannot see it.
universal_wrath wrote: »Can someone port a video showing the new changes to ults? Unfortunatrly my internet is not that great to download the pts.
JusticeSouldier wrote: »universal_wrath wrote: »Can someone port a video showing the new changes to ults? Unfortunatrly my internet is not that great to download the pts.
i watched today this video of Kristofer, he done here nice feedback on this trash also
https://www.youtube.com/watch?v=EqpACubbi0Q
JusticeSouldier wrote: »universal_wrath wrote: »Can someone port a video showing the new changes to ults? Unfortunatrly my internet is not that great to download the pts.
i watched today this video of Kristofer, he done here nice feedback on this trash also
https://www.youtube.com/watch?v=EqpACubbi0Q
This thread makes me so hard. Someone's mad they won't be able to use a cheese rotation in PvP... How bad is this affecting PvE again?
This thread makes me so hard. Someone's mad they won't be able to use a cheese rotation in PvP... How bad is this affecting PvE again?
A cheese rotation lol.
Out of all the available cheese in this game- using extra mechanical skill available to every player is pretty low on the list.
universal_wrath wrote: »JusticeSouldier wrote: »universal_wrath wrote: »Can someone port a video showing the new changes to ults? Unfortunatrly my internet is not that great to download the pts.
i watched today this video of Kristofer, he done here nice feedback on this trash also
https://www.youtube.com/watch?v=EqpACubbi0Q
Oh god no, pleaze staph.