Justice for Frags and Strife

BohnT2
BohnT2
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Last patch we managed to get rid of the artificial minimum traveltime on assassins will.

Now we have 2 more crucial skills who are affected by a minimum traveltime those are Strife and crystal frags.
According to older patch notes the travel time of will and frags both got reduced to 250ms travel time but neither of those changes made it through and now only will got changed last patch.

Strife and Frags still take a minimum of 500ms to hit your target even if you're right on them and we're talking proctology exam distance here.

Those travel times make both skills highly unreliable in PvP as you won't hit someone with them if you're solo because they just have to avoid the skill via dodge or block and will never die unless you get a clean kill.
This also means they're impossible to line up with stuns as everyone can break free and dodge/block before the projectile does it's damage.

We have more of those artificial travel times which make skills useless.
Those include mages wrath (800ms), birds (1.1s), stone giant (250ms but horrible because stamdk doesn't gain anything from the range benefit as the class is ment to play in meele, same issue applies to stamina birds (1.1s travel time) and stamnecro's skulls (250ms)

The travel time is a huge reason why many of those skills see no useage in PvP (along with other issues) or in the main case of strife and frags are a huge reason why the offence of magsorc and magnb are too unreliable and then get overbuffed for zerging as the damage when the projectile hits gets increased when the issue is hitting them in the first place when you're solo.

Removing the minimum travel time of those skills would help both magnb and magsorc a lot more than any percentage increase in damage done would
  • labambao
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    Totally agree.
    Also i think with ritual changes bitting jabs should give you major expedition while casting
  • TheFM
    TheFM
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    labambao wrote: »
    Totally agree.
    Also i think with ritual changes bitting jabs should give you major expedition while casting

    Jabs should not get even more overloaded. lordy

    And yeah, i have noticed this as well, people can hit me with a super speed javelin, but my frags, slow as a slug, same with mages wrath, why on earth is A LIGHTNING BOLT so damned slow?
    Edited by TheFM on January 21, 2020 12:14PM
  • MartiniDaniels
    MartiniDaniels
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    labambao wrote: »
    Totally agree.
    Also i think with ritual changes bitting jabs should give you major expedition while casting

    Sure why not. And major fracture. It is obvious that spears pierce armor so it should be easier for consequent spears to hit in already pierced parts.
  • labambao
    labambao
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    labambao wrote: »
    Totally agree.
    Also i think with ritual changes bitting jabs should give you major expedition while casting

    Sure why not. And major fracture. It is obvious that spears pierce armor so it should be easier for consequent spears to hit in already pierced parts.

    Yes! They just should ignore def same as javeline *trollface*
    Edited by labambao on January 21, 2020 12:17PM
  • OlumoGarbag
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    True birds are so freaking useless if people dodge one bird the second it would hit them they also dodge the second bird with only using one dodge roll. It happens so often and is a pain in the ass. It strongly needs changes or it wont be used at all
    class representative for the working class, non-cp, bwb and Trolling
  • BohnT2
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    What's even worse, during Elsweyr PTS we were told that the minimum travel time of frags has been reduced to 250ms but this never made it into the game.
  • ecru
    ecru
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    labambao wrote: »
    Totally agree.
    Also i think with ritual changes bitting jabs should give you major expedition while casting

    templar mains folks
    Gryphon Heart
    Godslayer
    Dawnbringer
  • BohnT2
    BohnT2
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    S22GrPA.png
    This shows the Delay still being more than 250ms even when standing inside the target skeleton.
    Screenshot is german short but should be easy to understand.

    @ZOS_Gilliam @ZOS_BrianWheeler
  • iCaliban
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    Minimum travel time, cast time, etc, have no place in this game. A sorc or nb being pressured in melee is already at a disadvantage without skills missing due to arbitrary speed nerfs.

    Travel time at range is reasonable and allows for counterplay as it should
  • Stibbons
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    labambao wrote: »
    Totally agree.
    Also i think with ritual changes bitting jabs should give you major expedition while casting

    Sure why not. And major fracture. It is obvious that spears pierce armor so it should be easier for consequent spears to hit in already pierced parts.

    Puncturing sweep should ignore some armor too.
  • BohnT2
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    Stibbons wrote: »
    labambao wrote: »
    Totally agree.
    Also i think with ritual changes bitting jabs should give you major expedition while casting

    Sure why not. And major fracture. It is obvious that spears pierce armor so it should be easier for consequent spears to hit in already pierced parts.

    Puncturing sweep should ignore some armor too.

    Please keep on topic, the travel time is just as bad for sorcs/ magnbs as the CP mitigation bug has been for jabs in the past
  • BohnT2
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    @ZOS_Gilliam , @ZOS_BrianWheeler can we get any update if you're aware that frags hasn't received the changes promised in Elsweyr Patch and that you're aware of the general issue with minimum travel time?
  • TheBonesXXX
    TheBonesXXX
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    Add skills for increase speed.

    I support this change.
  • OrderoftheDarkness
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    Just for fun, I guessed you were Mag sorc, although I read this post only now. A very good post, but at least Crystal fragments has special effects. My opinion is that the spammable Class should have additional effects. There is an example of what the ideal spammable class should be - Templars. On the example of Stamplar, its spam is so good that it allows you to refuse Dizzy + execution combo. This is what the perfect Spam should be. Why I gave the example of Stam, because they have the least variety. Only Plar plays the role of the class as it should be. Also, its Spam is highly synergistic with passive and active abilities.
    If developers can come up with their own individual effects for each class and their spam, this will be a good step towards identity. Flight time is also a problem.
    Edited by OrderoftheDarkness on January 29, 2020 5:30PM
  • Dracane
    Dracane
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    This is rather non-sensual when you think about.
    Why would they punish a ranged class for going melee?

    They want to enforce melee in this game, yet keep miniumum travel times on a ranged spell that only really matters in close range. I fail to understand this philosophy. Should a sorcerer or nightblade not get rewarded rather than punished for entering an area they are not really suited for, aka close range?
    Edited by Dracane on January 29, 2020 6:04PM
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • BohnT2
    BohnT2
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    Dracane wrote: »
    This is rather non-sensual when you think about.
    Why would they punish a ranged class for going melee?

    They want to enforce melee in this game, yet keep miniumum travel times on a ranged spell that only really matters in close range. I fail to understand this philosophy. Should a sorcerer or nightblade not get rewarded rather than punished for entering an area they are not really suited for, aka close range?

    The travel time has been there to give meele abilities an advantage due to only being able to be used in meele and it wasn't an issue for a big part of the games life as the normal minimum traveltime was 250ms and there were ways of still making skills hit a target like flame reach stun (at least for Frags)
    But with travel times of more than 250ms like on frags now, strife since for ever and other skills like mage's wrath you're not able to "force" hits as even with a really bad reaction time you can avoid them.
  • TheFM
    TheFM
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    BohnT2 wrote: »
    Dracane wrote: »
    This is rather non-sensual when you think about.
    Why would they punish a ranged class for going melee?

    They want to enforce melee in this game, yet keep miniumum travel times on a ranged spell that only really matters in close range. I fail to understand this philosophy. Should a sorcerer or nightblade not get rewarded rather than punished for entering an area they are not really suited for, aka close range?

    The travel time has been there to give meele abilities an advantage due to only being able to be used in meele and it wasn't an issue for a big part of the games life as the normal minimum traveltime was 250ms and there were ways of still making skills hit a target like flame reach stun (at least for Frags)
    But with travel times of more than 250ms like on frags now, strife since for ever and other skills like mage's wrath you're not able to "force" hits as even with a really bad reaction time you can avoid them.

    Yeah since switching to a mag sorci. Have noticed this, frags move too slow, 95 percen of the time people dodge it, purge your curse and snail lightning and all u really have is crushing shock or shield spam to proc your super slow frags. Then you have wardens atm who can negate a mag specs entire kit with one button press and an automated purge with no cost attached.
  • Anhedonie
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    Add necromancer's spammable to this pile as well. It has the same speed as frags.
    Profanity filter is a crime against the freedom of speech. Also gags.
  • TheFM
    TheFM
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    Anhedonie wrote: »
    Add necromancer's spammable to this pile as well. It has the same speed as frags.

    Necromancers skulls and blastbones are getting sped up this upcomming patch, yet flare, frags and mages wrath all are still slower than a slug.
  • BohnT2
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    Both of you made wrong statements, please refrain from doing so without testing.

    Skulls don't get any minimum traveltime reduction with Harrowstorm.
    Additionally skulls have a travel time which averages around 280-320ms with an average increase of 20ms between the regular skulls and the third cast.
    That's still about 200ms faster than frags which take 500ms to land in the same environment.

    Mages wrath still takes 800ms but has some extreme variation by taking up to 1second to hit.

    Force pulse is still sitting at 250ms minimum travel time
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