Twohothardware wrote: »Necro's Skulls and Wardens Cliff Racer are both terrible in PvP. Their speed is too slow to hit players in PvP when it's so easy to roll dodge and get immunity.
bar_boss_A wrote: »Absolutely pro but every projectile has an insane dodge window. Even projectile hitting 1s after the dodge is complete still miss the target.
JerBearESO wrote: »Don't speed it up, slow it down! Then make it undodgeable and shift half of its damage into a stacking DoT. Make it spoooooky!!!
Imagine a bunch of these slowly but surely chasing your target, maybe making some chomping animation on the way.
But everyone wants it to be turned into every other projectile spammable instead...? Come on people 😆
ItsNotLiving wrote: »I wonder why they haven’t increased the speed on skulls and birds I’m starting to think they just can’t do it for some unknown technical reason.
JerBearESO wrote: »Don't speed it up, slow it down! Then make it undodgeable and shift half of its damage into a stacking DoT. Make it spoooooky!!!
Imagine a bunch of these slowly but surely chasing your target, maybe making some chomping animation on the way.
But everyone wants it to be turned into every other projectile spammable instead...? Come on people 😆
Should probably also apply fear, then. Preferably while it is chasing you, lol.
ItsNotLiving wrote: »I wonder why they haven’t increased the speed on skulls and birds I’m starting to think they just can’t do it for some unknown technical reason.
SandandStars wrote: »ItsNotLiving wrote: »I wonder why they haven’t increased the speed on skulls and birds I’m starting to think they just can’t do it for some unknown technical reason.
^^ This.
The engine straight up can’t make these skills go faster, probably due to the nature & detail of how the animations were coded at the time.
Try using elemental weapon with a bow light attack in pvp some time. You can get the timing/rhythm down perfect for pve, but when you do the exact same muscle memory button presses in pvp, half the time either the ranged light attack or ele weapon simply won’t fire.
It’s gotten worse since I started playing 3 years ago, and I hate to say it, but I think it’s only going to continue in this direction.
JerBearESO wrote: »Don't speed it up, slow it down! Then make it undodgeable and shift half of its damage into a stacking DoT. Make it spoooooky!!!
Imagine a bunch of these slowly but surely chasing your target, maybe making some chomping animation on the way.
But everyone wants it to be turned into every other projectile spammable instead...? Come on people 😆
JerBearESO wrote: »Don't speed it up, slow it down! Then make it undodgeable and shift half of its damage into a stacking DoT. Make it spoooooky!!!
Imagine a bunch of these slowly but surely chasing your target, maybe making some chomping animation on the way.
But everyone wants it to be turned into every other projectile spammable instead...? Come on people 😆
I actually like the idea, but have you noticed anything peculiar about how Blastbones is able to track it's target?
The most amusing example I've seen was blastbones fired point blank range at an enemy in IC inside a building...and it took off out the door and down the street.
Careful what you wish for.
SandandStars wrote: »ItsNotLiving wrote: »I wonder why they haven’t increased the speed on skulls and birds I’m starting to think they just can’t do it for some unknown technical reason.
^^ This.
The engine straight up can’t make these skills go faster, probably due to the nature & detail of how the animations were coded at the time.
Try using elemental weapon with a bow light attack in pvp some time. You can get the timing/rhythm down perfect for pve, but when you do the exact same muscle memory button presses in pvp, half the time either the ranged light attack or ele weapon simply won’t fire.
It’s gotten worse since I started playing 3 years ago, and I hate to say it, but I think it’s only going to continue in this direction.
SandandStars wrote: »ItsNotLiving wrote: »I wonder why they haven’t increased the speed on skulls and birds I’m starting to think they just can’t do it for some unknown technical reason.
^^ This.
The engine straight up can’t make these skills go faster, probably due to the nature & detail of how the animations were coded at the time.
Try using elemental weapon with a bow light attack in pvp some time. You can get the timing/rhythm down perfect for pve, but when you do the exact same muscle memory button presses in pvp, half the time either the ranged light attack or ele weapon simply won’t fire.
It’s gotten worse since I started playing 3 years ago, and I hate to say it, but I think it’s only going to continue in this direction.
SandandStars wrote: »ok I hope youre right @CameraBeardThePirate , however, once again, I ask u to consider the comparatively elaborate animations of cliff racers and skulls vs snipe, merciless, caluurions.
Flame skulls and cliff racers are instant cast but is it ever explained anywhere why the travel time is magnitudes slower than crushing shock or merciless?
I can’t believe the dev team isn’t aware that the travel time on these skills has made them unusable in pvp for years
That’s what leads me to think they struggle with technical limitations. Kind of like the stuck in combat bug.
If it weren’t incredibly difficult for them to fix, wouldn’t they have simply done it by now?
SandandStars wrote: »ok I hope youre right @CameraBeardThePirate , however, once again, I ask u to consider the comparatively elaborate animations of cliff racers and skulls vs snipe, merciless, caluurions.
Flame skulls and cliff racers are instant cast but is it ever explained anywhere why the travel time is magnitudes slower than crushing shock or merciless?
I can’t believe the dev team isn’t aware that the travel time on these skills has made them unusable in pvp for years
That’s what leads me to think they struggle with technical limitations. Kind of like the stuck in combat bug.
If it weren’t incredibly difficult for them to fix, wouldn’t they have simply done it by now?