While working on a Target Dummy, I noticed while having Steady Aim on, all of my melee abilities would not go off if my character was moving. Why is this happening? Because your melee abilities are now casting abilities due to Steady Aim. Melee abilities will go off after a full 1 second cast if you stand still. So for the real question...
Is Steady Aim only meant for Scout and Skirmish stance, or are Assault SW expected to stand still while using melee "cast" abilities? If this behavior is not intended for melee abilities(IE: melee abilities should build up even while moving), can we have this marked for a possible patch later down the road?
Thank you.
-Suboneminus
[SW] Steady Aim bug?
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- Posts: 33
Re: [SW] Steady Aim bug?
I shouldn't say bug, but rather just, is it working as intended?
- anarchypark
- Posts: 2083
Re: [SW] Steady Aim bug?
melee skills able to moving shot seems reasonable. try bugtracker.
SM8, SW8, AM8, WL7, KoBS5, BW6, WP8, WH7, IB7, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)
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- Posts: 33
Re: [SW] Steady Aim bug?
Tooltip is wrong. Steady Aim gives you increased damage at the cost of 1 second longer casts on all damaging abilities. Problem is, that 1 additional second completely breaks SW gameplay for a very, very small increase in damage. That's if your target isn't dodging your 2-4 second abilities. Each second you add per cast just gives your enemy or a healer that much more time to keep that target alive.
- anarchypark
- Posts: 2083
Re: [SW] Steady Aim bug?
ceramicartist wrote: ↑Sat Sep 19, 2020 2:40 amTooltip is wrong. Steady Aim gives you increased damage at the cost of 1 second longer casts on all damaging abilities. Problem is, that 1 additional second completely breaks SW gameplay for a very, very small increase in damage. That's if your target isn't dodging your 2-4 second abilities. Each second you add per cast just gives your enemy or a healer that much more time to keep that target alive.
VoN fester is undefendable.
WW reduce fester to 0 cd.
focused mind negate steady aim delay.
3 undefendable fester arrow with dmg buff in 10 sec.
glass arrow on top of it.
+-10k in 10s for every 1m
in theory but seems not impossible neither.
SM8, SW8, AM8, WL7, KoBS5, BW6, WP8, WH7, IB7, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)
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- Posts: 33
Re: [SW] Steady Aim bug?
Seduce a SM for a 1 minute gimmick. Got it!anarchypark wrote: ↑Sat Sep 19, 2020 4:03 am
VoN fester is undefendable.
WW reduce fester to 0 cd.
focused mind negate steady aim delay.
3 undefendable fester arrow with dmg buff in 10 sec.
glass arrow on top of it.
+-10k in 10s for every 1m
in theory but seems not impossible neither.
And the damage would be more like +-3K to -+9K. You're also still going to be very unlikely to kill your target like that.
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