So at the end when it comes to mentioned stamwarden thanks to cast time on dawnbreaker he'll be actually able to time his combo of sub assault+BDoS+steel tornado spam even better now because there will be shorter gap between DBOs hit and steel tornado and sub assault will be back loaded as it always used to be.
The big difference is that today, you will get knocked down by DBoS that you can not see, and be hit by the followup sub assault/whatever while you are sitting on your ass, or in a better case during the break free animation.
After, you will be able to see the DBoS coming, and block it, not getting CC-ed, and surviving the followup as well. The only case where the combo will do more burst is when the target isn't paying attention, but that's on him.
One more time. You wont be able to react to the ultimates with the cast time because they ONLY CHANGED the fact that you cant cancel them so the damage SYNCHRONIZES with their animation as stated in the patch notes. Which means that everything else will remain the same so even if you see the animation you wont be able to react because as soon as the animation starts it takes into account what you were doing when it started. So if you weren't blocking before or as soon as the animation started you'll get the full dmg and effect regardless. Is that clear to you?
I've seen it happen to me on the live server over 500 times so please don't try to convince me that what I'm saying is not true.
Of course you've seen it happen to you on the LIVE server, because on the LIVE server the DBOS damage happens when the the ability is used, and the animation itself is just for show. Even if i do not cancel it and you can see it, when you do it is too late because the damage was already done.
On the PTS however, the DBOS damage happens when the animation finishes. This means when you see the animation start, the damage did not happen yet, and you have 400ms to react to it before you get damaged.
Do you even understand what you're reading? The patch notes specifically say "so that the damage synchronizes with the animation" so pts or not you get the damage when the ability ends anyway. If your problem is getting the damage like 200 ms faster then fine you have every right to but a cast time won't change the how the game is designed. Read my previous comment again. They only made the animation so that it can't be canceled, that means that everything else will stay as it is on live.
Live: You can cancel animation. If you do, the damage still happens.
PTS: You CAN cancel animation. If you do, the damage does not happen, and you are not charged the ultimate cost.
What does this tell you? It tells you that on live, the damage is done as soon as you press the button (therefore, you can cancel the followup animation without cancelling damage). On PTS, the damage is NOT done when you press the button, but ONLY after the animation finishes (thus, the damage is cancelled if you cancel the animation).
That is what changed. The point at which the damage happens. On live, it happens at the start of the 400ms animation. On PTS, damage happens at the end of the 400ms animation, giving the defender a chance to react to it.
You don't want to or can't understand, it's fine.
There is truth in the both side.
400ms may be not enough to press a skill or a block/dodge in reaction.
I didn't tried it yet.
Is there people who actively tried to react in fight VS the new cast time on ultimates?
- is the time enough to see and counter the ultimate? (I mean you see the animation Then you react, dodging or blocking for an anticipation aka before the the animation started is not "reacting to the cast time".
If the cast time is not enough, then there is no reason to introduce a cast time, it's just annoying and troubling the combat flow.
So at the end when it comes to mentioned stamwarden thanks to cast time on dawnbreaker he'll be actually able to time his combo of sub assault+BDoS+steel tornado spam even better now because there will be shorter gap between DBOs hit and steel tornado and sub assault will be back loaded as it always used to be.
The big difference is that today, you will get knocked down by DBoS that you can not see, and be hit by the followup sub assault/whatever while you are sitting on your ass, or in a better case during the break free animation.
After, you will be able to see the DBoS coming, and block it, not getting CC-ed, and surviving the followup as well. The only case where the combo will do more burst is when the target isn't paying attention, but that's on him.
One more time. You wont be able to react to the ultimates with the cast time because they ONLY CHANGED the fact that you cant cancel them so the damage SYNCHRONIZES with their animation as stated in the patch notes. Which means that everything else will remain the same so even if you see the animation you wont be able to react because as soon as the animation starts it takes into account what you were doing when it started. So if you weren't blocking before or as soon as the animation started you'll get the full dmg and effect regardless. Is that clear to you?
I've seen it happen to me on the live server over 500 times so please don't try to convince me that what I'm saying is not true.
Of course you've seen it happen to you on the LIVE server, because on the LIVE server the DBOS damage happens when the the ability is used, and the animation itself is just for show. Even if i do not cancel it and you can see it, when you do it is too late because the damage was already done.
On the PTS however, the DBOS damage happens when the animation finishes. This means when you see the animation start, the damage did not happen yet, and you have 400ms to react to it before you get damaged.
Do you even understand what you're reading? The patch notes specifically say "so that the damage synchronizes with the animation" so pts or not you get the damage when the ability ends anyway. If your problem is getting the damage like 200 ms faster then fine you have every right to but a cast time won't change the how the game is designed. Read my previous comment again. They only made the animation so that it can't be canceled, that means that everything else will stay as it is on live.
Live: You can cancel animation. If you do, the damage still happens.
PTS: You CAN cancel animation. If you do, the damage does not happen, and you are not charged the ultimate cost.
What does this tell you? It tells you that on live, the damage is done as soon as you press the button (therefore, you can cancel the followup animation without cancelling damage). On PTS, the damage is NOT done when you press the button, but ONLY after the animation finishes (thus, the damage is cancelled if you cancel the animation).
That is what changed. The point at which the damage happens. On live, it happens at the start of the 400ms animation. On PTS, damage happens at the end of the 400ms animation, giving the defender a chance to react to it.
You don't want to or can't understand, it's fine.
There is truth in the both side.
400ms may be not enough to press a skill or a block/dodge in reaction.
I didn't tried it yet.
Is there people who actively tried to react in fight VS the new cast time on ultimates?
- is the time enough to see and counter the ultimate? (I mean you see the animation Then you react, dodging or blocking for an anticipation aka before the the animation started is not "reacting to the cast time".
If the cast time is not enough, then there is no reason to introduce a cast time, it's just annoying and troubling the combat flow.
Human reaction time is ~215ms(see the screenshot i posted in post #45 of this thread). That means a player should be able to react to a 400ms cast time ability, even accounting for some lag.
So at the end when it comes to mentioned stamwarden thanks to cast time on dawnbreaker he'll be actually able to time his combo of sub assault+BDoS+steel tornado spam even better now because there will be shorter gap between DBOs hit and steel tornado and sub assault will be back loaded as it always used to be.
The big difference is that today, you will get knocked down by DBoS that you can not see, and be hit by the followup sub assault/whatever while you are sitting on your ass, or in a better case during the break free animation.
After, you will be able to see the DBoS coming, and block it, not getting CC-ed, and surviving the followup as well. The only case where the combo will do more burst is when the target isn't paying attention, but that's on him.
One more time. You wont be able to react to the ultimates with the cast time because they ONLY CHANGED the fact that you cant cancel them so the damage SYNCHRONIZES with their animation as stated in the patch notes. Which means that everything else will remain the same so even if you see the animation you wont be able to react because as soon as the animation starts it takes into account what you were doing when it started. So if you weren't blocking before or as soon as the animation started you'll get the full dmg and effect regardless. Is that clear to you?
I've seen it happen to me on the live server over 500 times so please don't try to convince me that what I'm saying is not true.
Of course you've seen it happen to you on the LIVE server, because on the LIVE server the DBOS damage happens when the the ability is used, and the animation itself is just for show. Even if i do not cancel it and you can see it, when you do it is too late because the damage was already done.
On the PTS however, the DBOS damage happens when the animation finishes. This means when you see the animation start, the damage did not happen yet, and you have 400ms to react to it before you get damaged.
Do you even understand what you're reading? The patch notes specifically say "so that the damage synchronizes with the animation" so pts or not you get the damage when the ability ends anyway. If your problem is getting the damage like 200 ms faster then fine you have every right to but a cast time won't change the how the game is designed. Read my previous comment again. They only made the animation so that it can't be canceled, that means that everything else will stay as it is on live.
Live: You can cancel animation. If you do, the damage still happens.
PTS: You CAN cancel animation. If you do, the damage does not happen, and you are not charged the ultimate cost.
What does this tell you? It tells you that on live, the damage is done as soon as you press the button (therefore, you can cancel the followup animation without cancelling damage). On PTS, the damage is NOT done when you press the button, but ONLY after the animation finishes (thus, the damage is cancelled if you cancel the animation).
That is what changed. The point at which the damage happens. On live, it happens at the start of the 400ms animation. On PTS, damage happens at the end of the 400ms animation, giving the defender a chance to react to it.
You don't want to or can't understand, it's fine.
There is truth in the both side.
400ms may be not enough to press a skill or a block/dodge in reaction.
I didn't tried it yet.
Is there people who actively tried to react in fight VS the new cast time on ultimates?
- is the time enough to see and counter the ultimate? (I mean you see the animation Then you react, dodging or blocking for an anticipation aka before the the animation started is not "reacting to the cast time".
If the cast time is not enough, then there is no reason to introduce a cast time, it's just annoying and troubling the combat flow.
Human reaction time is ~215ms(see the screenshot i posted in post #45 of this thread). That means a player should be able to react to a 400ms cast time ability, even accounting for some lag.
There is differents way to measure reactions times.
There is the time to see the stimulus get in your brain (afferent pathway) then the control center (aka brain) take the decision to finally send answen via the efferent pathway (clicking on block/dodge)
Is 215ms is from the stimulus to produce the click answer or to see the stimulus then clicking answer?
heng14rwb17_ESO wrote: »OMG MY 60K DEEEPS DROP TO 40K DEEPS
killingspreeb16_ESO wrote: »So at the end when it comes to mentioned stamwarden thanks to cast time on dawnbreaker he'll be actually able to time his combo of sub assault+BDoS+steel tornado spam even better now because there will be shorter gap between DBOs hit and steel tornado and sub assault will be back loaded as it always used to be.
The big difference is that today, you will get knocked down by DBoS that you can not see, and be hit by the followup sub assault/whatever while you are sitting on your ass, or in a better case during the break free animation.
After, you will be able to see the DBoS coming, and block it, not getting CC-ed, and surviving the followup as well. The only case where the combo will do more burst is when the target isn't paying attention, but that's on him.
One more time. You wont be able to react to the ultimates with the cast time because they ONLY CHANGED the fact that you cant cancel them so the damage SYNCHRONIZES with their animation as stated in the patch notes. Which means that everything else will remain the same so even if you see the animation you wont be able to react because as soon as the animation starts it takes into account what you were doing when it started. So if you weren't blocking before or as soon as the animation started you'll get the full dmg and effect regardless. Is that clear to you?
I've seen it happen to me on the live server over 500 times so please don't try to convince me that what I'm saying is not true.
Of course you've seen it happen to you on the LIVE server, because on the LIVE server the DBOS damage happens when the the ability is used, and the animation itself is just for show. Even if i do not cancel it and you can see it, when you do it is too late because the damage was already done.
On the PTS however, the DBOS damage happens when the animation finishes. This means when you see the animation start, the damage did not happen yet, and you have 400ms to react to it before you get damaged.
Do you even understand what you're reading? The patch notes specifically say "so that the damage synchronizes with the animation" so pts or not you get the damage when the ability ends anyway. If your problem is getting the damage like 200 ms faster then fine you have every right to but a cast time won't change the how the game is designed. Read my previous comment again. They only made the animation so that it can't be canceled, that means that everything else will stay as it is on live.
Live: You can cancel animation. If you do, the damage still happens.
PTS: You CAN cancel animation. If you do, the damage does not happen, and you are not charged the ultimate cost.
What does this tell you? It tells you that on live, the damage is done as soon as you press the button (therefore, you can cancel the followup animation without cancelling damage). On PTS, the damage is NOT done when you press the button, but ONLY after the animation finishes (thus, the damage is cancelled if you cancel the animation).
That is what changed. The point at which the damage happens. On live, it happens at the start of the 400ms animation. On PTS, damage happens at the end of the 400ms animation, giving the defender a chance to react to it.
You don't want to or can't understand, it's fine.
There is truth in the both side.
400ms may be not enough to press a skill or a block/dodge in reaction.
I didn't tried it yet.
Is there people who actively tried to react in fight VS the new cast time on ultimates?
- is the time enough to see and counter the ultimate? (I mean you see the animation Then you react, dodging or blocking for an anticipation aka before the the animation started is not "reacting to the cast time".
If the cast time is not enough, then there is no reason to introduce a cast time, it's just annoying and troubling the combat flow.
If it's the same delay that was on the NB bow(that got reverted a bit btw in elsweyr patch)then good luck hit people with it especially with melee skills.
sweatapodimas wrote: »killingspreeb16_ESO wrote: »So at the end when it comes to mentioned stamwarden thanks to cast time on dawnbreaker he'll be actually able to time his combo of sub assault+BDoS+steel tornado spam even better now because there will be shorter gap between DBOs hit and steel tornado and sub assault will be back loaded as it always used to be.
The big difference is that today, you will get knocked down by DBoS that you can not see, and be hit by the followup sub assault/whatever while you are sitting on your ass, or in a better case during the break free animation.
After, you will be able to see the DBoS coming, and block it, not getting CC-ed, and surviving the followup as well. The only case where the combo will do more burst is when the target isn't paying attention, but that's on him.
One more time. You wont be able to react to the ultimates with the cast time because they ONLY CHANGED the fact that you cant cancel them so the damage SYNCHRONIZES with their animation as stated in the patch notes. Which means that everything else will remain the same so even if you see the animation you wont be able to react because as soon as the animation starts it takes into account what you were doing when it started. So if you weren't blocking before or as soon as the animation started you'll get the full dmg and effect regardless. Is that clear to you?
I've seen it happen to me on the live server over 500 times so please don't try to convince me that what I'm saying is not true.
Of course you've seen it happen to you on the LIVE server, because on the LIVE server the DBOS damage happens when the the ability is used, and the animation itself is just for show. Even if i do not cancel it and you can see it, when you do it is too late because the damage was already done.
On the PTS however, the DBOS damage happens when the animation finishes. This means when you see the animation start, the damage did not happen yet, and you have 400ms to react to it before you get damaged.
Do you even understand what you're reading? The patch notes specifically say "so that the damage synchronizes with the animation" so pts or not you get the damage when the ability ends anyway. If your problem is getting the damage like 200 ms faster then fine you have every right to but a cast time won't change the how the game is designed. Read my previous comment again. They only made the animation so that it can't be canceled, that means that everything else will stay as it is on live.
Live: You can cancel animation. If you do, the damage still happens.
PTS: You CAN cancel animation. If you do, the damage does not happen, and you are not charged the ultimate cost.
What does this tell you? It tells you that on live, the damage is done as soon as you press the button (therefore, you can cancel the followup animation without cancelling damage). On PTS, the damage is NOT done when you press the button, but ONLY after the animation finishes (thus, the damage is cancelled if you cancel the animation).
That is what changed. The point at which the damage happens. On live, it happens at the start of the 400ms animation. On PTS, damage happens at the end of the 400ms animation, giving the defender a chance to react to it.
You don't want to or can't understand, it's fine.
There is truth in the both side.
400ms may be not enough to press a skill or a block/dodge in reaction.
I didn't tried it yet.
Is there people who actively tried to react in fight VS the new cast time on ultimates?
- is the time enough to see and counter the ultimate? (I mean you see the animation Then you react, dodging or blocking for an anticipation aka before the the animation started is not "reacting to the cast time".
If the cast time is not enough, then there is no reason to introduce a cast time, it's just annoying and troubling the combat flow.
If it's the same delay that was on the NB bow(that got reverted a bit btw in elsweyr patch)then good luck hit people with it especially with melee skills.
Whats the travel time now? 200ms on bow proc?
leepalmer95 wrote: »
leepalmer95 wrote: »
Most of the people who will benefit from this change don't even know this forum exists.
leepalmer95 wrote: »leepalmer95 wrote: »
Most of the people who will benefit from this change don't even know this forum exists.
You mean most of them wont even care.
Yet the ones that are informed are against it.
leepalmer95 wrote: »leepalmer95 wrote: »
Most of the people who will benefit from this change don't even know this forum exists.
You mean most of them wont even care.
Yet the ones that are informed are against it.
No, i mean the game has millions of active players, yet i know most of those on this forum by name.
And they are generally not the type that suffers from invisible dawnbreakers, they are the ones benefitting from them. Of course they are against any change that will result in them getting less kills. Gotta keep those youtube subscribers happy, yes?
leepalmer95 wrote: »leepalmer95 wrote: »leepalmer95 wrote: »
Most of the people who will benefit from this change don't even know this forum exists.
You mean most of them wont even care.
Yet the ones that are informed are against it.
No, i mean the game has millions of active players, yet i know most of those on this forum by name.
And they are generally not the type that suffers from invisible dawnbreakers, they are the ones benefitting from them. Of course they are against any change that will result in them getting less kills. Gotta keep those youtube subscribers happy, yes?
But will it stop they getting less kills? Or will it just make the game more clunky? Imagine needing to react mid ult and having to stop it. Its such a stupid system.
Everyone can benefit from animation cancelling, it takes like 10m to learn. The people that aren't informed about it likely don't care because it doesn't effect them at all.
So we're left with people who are aware of it. 87% of those people don't like the changes. Or does them number mean nothing because you're on the other side of it.
leepalmer95 wrote: »leepalmer95 wrote: »leepalmer95 wrote: »
Most of the people who will benefit from this change don't even know this forum exists.
You mean most of them wont even care.
Yet the ones that are informed are against it.
No, i mean the game has millions of active players, yet i know most of those on this forum by name.
And they are generally not the type that suffers from invisible dawnbreakers, they are the ones benefitting from them. Of course they are against any change that will result in them getting less kills. Gotta keep those youtube subscribers happy, yes?
But will it stop they getting less kills? Or will it just make the game more clunky? Imagine needing to react mid ult and having to stop it. Its such a stupid system.
Everyone can benefit from animation cancelling, it takes like 10m to learn. The people that aren't informed about it likely don't care because it doesn't effect them at all.
So we're left with people who are aware of it. 87% of those people don't like the changes. Or does them number mean nothing because you're on the other side of it.
If you could make a poll in which all players of ESO would vote, and asked "would you rather see the animation of dawnbreaker before being hit by it, or are you okay with being hit by an invisible ultimate?" i bet you 90+% would say they want the former, and more so that not being able to see it in the firstplace must be a bug. ("what? how is this even a question?")
This forum is extremely biased in this topic compared to the general player population. In fact, i am surprised that only 87% are against. Seems some people at least are able to see beyond their precious TTK.
leepalmer95 wrote: »
Most of the people who will benefit from this change don't even know this forum exists.
So at the end when it comes to mentioned stamwarden thanks to cast time on dawnbreaker he'll be actually able to time his combo of sub assault+BDoS+steel tornado spam even better now because there will be shorter gap between DBOs hit and steel tornado and sub assault will be back loaded as it always used to be.
The big difference is that today, you will get knocked down by DBoS that you can not see, and be hit by the followup sub assault/whatever while you are sitting on your ass, or in a better case during the break free animation.
After, you will be able to see the DBoS coming, and block it, not getting CC-ed, and surviving the followup as well. The only case where the combo will do more burst is when the target isn't paying attention, but that's on him.
One more time. You wont be able to react to the ultimates with the cast time because they ONLY CHANGED the fact that you cant cancel them so the damage SYNCHRONIZES with their animation as stated in the patch notes. Which means that everything else will remain the same so even if you see the animation you wont be able to react because as soon as the animation starts it takes into account what you were doing when it started. So if you weren't blocking before or as soon as the animation started you'll get the full dmg and effect regardless. Is that clear to you?
I've seen it happen to me on the live server over 500 times so please don't try to convince me that what I'm saying is not true.
Of course you've seen it happen to you on the LIVE server, because on the LIVE server the DBOS damage happens when the the ability is used, and the animation itself is just for show. Even if i do not cancel it and you can see it, when you do it is too late because the damage was already done.
On the PTS however, the DBOS damage happens when the animation finishes. This means when you see the animation start, the damage did not happen yet, and you have 400ms to react to it before you get damaged.
Do you even understand what you're reading? The patch notes specifically say "so that the damage synchronizes with the animation" so pts or not you get the damage when the ability ends anyway. If your problem is getting the damage like 200 ms faster then fine you have every right to but a cast time won't change the how the game is designed. Read my previous comment again. They only made the animation so that it can't be canceled, that means that everything else will stay as it is on live.
Live: You can cancel animation. If you do, the damage still happens.
PTS: You CAN cancel animation. If you do, the damage does not happen, and you are not charged the ultimate cost.
What does this tell you? It tells you that on live, the damage is done as soon as you press the button (therefore, you can cancel the followup animation without cancelling damage). On PTS, the damage is NOT done when you press the button, but ONLY after the animation finishes (thus, the damage is cancelled if you cancel the animation).
That is what changed. The point at which the damage happens. On live, it happens at the start of the 400ms animation. On PTS, damage happens at the end of the 400ms animation, giving the defender a chance to react to it.
You don't want to or can't understand, it's fine.
It is you who does not understand.
The mere fact that cancelling ultimate early now does not consume ultimate points should be enough to convince you the damage is not done until the 400ms cast is completed. But whatever.
So at the end when it comes to mentioned stamwarden thanks to cast time on dawnbreaker he'll be actually able to time his combo of sub assault+BDoS+steel tornado spam even better now because there will be shorter gap between DBOs hit and steel tornado and sub assault will be back loaded as it always used to be.
The big difference is that today, you will get knocked down by DBoS that you can not see, and be hit by the followup sub assault/whatever while you are sitting on your ass, or in a better case during the break free animation.
After, you will be able to see the DBoS coming, and block it, not getting CC-ed, and surviving the followup as well. The only case where the combo will do more burst is when the target isn't paying attention, but that's on him.
One more time. You wont be able to react to the ultimates with the cast time because they ONLY CHANGED the fact that you cant cancel them so the damage SYNCHRONIZES with their animation as stated in the patch notes. Which means that everything else will remain the same so even if you see the animation you wont be able to react because as soon as the animation starts it takes into account what you were doing when it started. So if you weren't blocking before or as soon as the animation started you'll get the full dmg and effect regardless. Is that clear to you?
I've seen it happen to me on the live server over 500 times so please don't try to convince me that what I'm saying is not true.
Of course you've seen it happen to you on the LIVE server, because on the LIVE server the DBOS damage happens when the the ability is used, and the animation itself is just for show. Even if i do not cancel it and you can see it, when you do it is too late because the damage was already done.
On the PTS however, the DBOS damage happens when the animation finishes. This means when you see the animation start, the damage did not happen yet, and you have 400ms to react to it before you get damaged.
Do you even understand what you're reading? The patch notes specifically say "so that the damage synchronizes with the animation" so pts or not you get the damage when the ability ends anyway. If your problem is getting the damage like 200 ms faster then fine you have every right to but a cast time won't change the how the game is designed. Read my previous comment again. They only made the animation so that it can't be canceled, that means that everything else will stay as it is on live.
Live: You can cancel animation. If you do, the damage still happens.
PTS: You CAN cancel animation. If you do, the damage does not happen, and you are not charged the ultimate cost.
What does this tell you? It tells you that on live, the damage is done as soon as you press the button (therefore, you can cancel the followup animation without cancelling damage). On PTS, the damage is NOT done when you press the button, but ONLY after the animation finishes (thus, the damage is cancelled if you cancel the animation).
That is what changed. The point at which the damage happens. On live, it happens at the start of the 400ms animation. On PTS, damage happens at the end of the 400ms animation, giving the defender a chance to react to it.
You don't want to or can't understand, it's fine.
It is you who does not understand.
The mere fact that cancelling ultimate early now does not consume ultimate points should be enough to convince you the damage is not done until the 400ms cast is completed. But whatever.
Whatever dude. Enjoy supporting a change that will only make the game's combat slower without having an impact to actual dps or reaction times and benefit zergs who only spam 2 skills on 1 player. Skill cap just keeps getting smaller and smaller
PS: Try to cast an ability with a cast time during prime time. Getting stuck into dizzying swings dark flares etc is fun I suppose so devs and people want to have that on ultimates too.
You can have a 200 ms cast time on ults when your server is flawless.
400 ms on PC EU? Get rekt, that thing'll be casting until you're old and grey.
"Wait for it... wait for it!"
"Damn it, Trian, we've been at Roebeck for the last 3 hours and the guy you're trying to DB isn't even in Cyro anymore!"
leepalmer95 wrote: »
Really?!
Here we have HA-->Sub Assault --->DoS all in the same second
Here we have a Cutting Dive ---->Heavy Attack ----> Sub Assault all in the same second followed by a DoS one second later. Poor game play design and BS.
Here we have a lethal arrow ----> Draining Shot all in the same second.
Here's an interesting one. An Ambush ----> Lethal Arrow. In the same second. Now how did he get an ambush off with a skill that actually requires a 1s channel cast time all in the same second. Not sure.
Here we have Dizzying Swing ---->Reverse Slice --->Sub Assault all in the same second.
And my personal favorite. Two focused aims in the same second.
Of course your just going to tell me its lag, dsynch or some other BS excuse. Fact remains it's poor code and they need to fix it by adding slight cast times. Looks like they are starting with Ultimates. These photos were taken in the last several months. I've since replaced my hard drive so I cant count how many photos over the years I had with BS like this. Mostly, DB, Poison Injection, Lethal Arrow, Sub Assault, DizzySwing, Incap Strike, Reverse Slice, and Killers blade all being the worst offenders for hitting in the same seconds.
this is from one of the other spammed threads about this subject, but it's well worth noting here as well.
because it is proof.leepalmer95 wrote: »
Really?!
Here we have HA-->Sub Assault --->DoS all in the same second
Here we have a Cutting Dive ---->Heavy Attack ----> Sub Assault all in the same second followed by a DoS one second later. Poor game play design and BS.
Here we have a lethal arrow ----> Draining Shot all in the same second.
Here's an interesting one. An Ambush ----> Lethal Arrow. In the same second. Now how did he get an ambush off with a skill that actually requires a 1s channel cast time all in the same second. Not sure.
Here we have Dizzying Swing ---->Reverse Slice --->Sub Assault all in the same second.
And my personal favorite. Two focused aims in the same second.
Of course your just going to tell me its lag, dsynch or some other BS excuse. Fact remains it's poor code and they need to fix it by adding slight cast times. Looks like they are starting with Ultimates. These photos were taken in the last several months. I've since replaced my hard drive so I cant count how many photos over the years I had with BS like this. Mostly, DB, Poison Injection, Lethal Arrow, Sub Assault, DizzySwing, Incap Strike, Reverse Slice, and Killers blade all being the worst offenders for hitting in the same seconds.
thats is Absolutely the very Best evidence i have ever seen in the past 6 years.
your Awesome LegacyDM.
wish we had this years ago, but this works.
most of them will ignore this and pass it off because they will never be able to admit its an exploit, and instead do all they can constantly to think its "skill"
when there is no skill at all involved in these exploits.
this is from one of the other spammed threads about this subject, but it's well worth noting here as well.
because it is proof.leepalmer95 wrote: »
Really?!
Here we have HA-->Sub Assault --->DoS all in the same second
Here we have a Cutting Dive ---->Heavy Attack ----> Sub Assault all in the same second followed by a DoS one second later. Poor game play design and BS.
Here we have a lethal arrow ----> Draining Shot all in the same second.
Here's an interesting one. An Ambush ----> Lethal Arrow. In the same second. Now how did he get an ambush off with a skill that actually requires a 1s channel cast time all in the same second. Not sure.
Here we have Dizzying Swing ---->Reverse Slice --->Sub Assault all in the same second.
And my personal favorite. Two focused aims in the same second.
Of course your just going to tell me its lag, dsynch or some other BS excuse. Fact remains it's poor code and they need to fix it by adding slight cast times. Looks like they are starting with Ultimates. These photos were taken in the last several months. I've since replaced my hard drive so I cant count how many photos over the years I had with BS like this. Mostly, DB, Poison Injection, Lethal Arrow, Sub Assault, DizzySwing, Incap Strike, Reverse Slice, and Killers blade all being the worst offenders for hitting in the same seconds.
thats is Absolutely the very Best evidence i have ever seen in the past 6 years.
your Awesome LegacyDM.
wish we had this years ago, but this works.
most of them will ignore this and pass it off because they will never be able to admit its an exploit, and instead do all they can constantly to think its "skill"
when there is no skill at all involved in these exploits.

like ive been saying for years and years.
no matter what proof is shown, no matter how its right out in the open.
no matter what.
they will maintain that they are skilled and everyone else is just garbage.
but we know better.
its an exploit.
like ive been saying for years and years.
no matter what proof is shown, no matter how its right out in the open.
no matter what.
they will maintain that they are skilled and everyone else is just garbage.
but we know better.
its an exploit.