Dodging bullets seems kinda hard tbh feels like they would travel sliiiiiightly faster than an arrow. So why would you choose a bow over a gun?
well, first, if somebody is shooting you with a gun, you dodge when they fire...The dodge window is pretty forgiving.
second, warriors and thieves are the only ones who can use both guns and bows.
With warriors, both the longbow and the rifle are twohanded weapons. One is for AoE and nice explosions, the other is for single target damage.
With thieves, their pistols are onehanded and their shortbows are twohanded. It seems to me that the shortbow has a longer range and is definetely better suited for an initial AoE bombardment and has one of the coolest escape skills that thieves have (in my opinion). Pistols are cool because they attack fast and, they are a great weapon for more "in the fray" type combat.
dodging is possible against both guns and bows, but the timing is a bit different...thats it.
No no, you dodge just as they are about to fire or else you end up timing it wrong and dodging after they fire.
Another thing that seems to have been overlooked is that you cannot say be running and simply hit the strafe button and roll out of the way. The way the control system is designed you must stop the previous action and double tap the movement key to roll or jump out of the way.
Speaking from experience on this it is extremely cumbersome in it's current iteration and is not as effective and "quick" as one might hope. It takes a bit of practice and as i stated you must stop all directional movement prior to the "dodge".
To me it seems this will be an ineffective method of combat tactic for any susstainable period of time and will be used more sparingly.
having actually played the game, I can assure you of 3 things.
its not something that was overlooked. It is a key layout that words for the people designing the game.
There really isn't a pause that is noticable to any effect. if you have such a problem just strafe with Q or E and dodge to the side. There are lots of skills that will let you cover the rolling away and rolling toward without dodging forward or back.
yeah...its called balancing energy drain from dodging against damage taken.
one more thing. There are ways to dodge without the double tap. I suspect many people are going to freak when they see how fast a thief can get away from an enemy. As an evasive tactic, dodge rolling works for them. Eles use it in a different way (they can set up firewalls while rolling when using certain skills). Rangers can roll around you and then slash your back with a sword. Warriors and guardians don't do much dodging, but, as with all classes, they can use the movement arrow double tap to dodge a big attack from a boss. Being higher armor, they don't have to sweat too much of the smaller damage, but you have to be weary of those big attacks. Engineers have some pretty nifty ways of launching themselves out of harms way...which just leaves the necromancer...and I think that they mostly have the death shroud that they can activate as a long term dodge with benefits (seeing as how the death shroud has been changed to be less imba). necros don't dodge so much as you the life force of there enemies as a shield against harm in a pinch.
Dodging in this game is done in a way so that, while everyone has access to it with the double tap, some classes can do special things to mitigate damage, be it through advanced dodging techniques or through various shielding techniques...and you should NOT underestimate the potential of shielding techniques. Remember that if you dodge, projectiles can still go right through you. This would be a problem for a frontliner trying to protect his weaker allies, and I think this is one of the reasons that warrior and guardian focus less of dodging than the others. This observation leads me to believe that necromancers are something of a "I will damn well defy the definition of backline if I so choose...cause damn it, its boring back there and I don't get to see the blood and bones of my foes up close." kind of class. MUAHAHAHAHA!
I believe you are also able to dodge attacks by simply moving out of the way? Am I correct?
I know for the warrior class (using melee weapons) there are distance closing skills like Eviscerate. Very similar to Charge/Intercept in WoW in terms of gap closing. I haven't played the game at any conventions but I do trust they'll get it right, if not, really close to it. Not to mention the snares that warriors have once they get into melee distance..
Warriors don't need to get into melee distance to snare. They have the skill "Axe throw" which can be modified (with traits) to cripple when it hits the target, they have "Throw Bolas" which immobilize the target. They can also use ranged weapons which evens out the playing field even more.
Dodging bullets seems kinda hard tbh feels like they would travel sliiiiiightly faster than an arrow. So why would you choose a bow over a gun?
Rangers, for example, can use bows but not guns. Bows provide different attacks than guns as well, so situationally your warrior may prefer the AoE death-from-above a bow provides over the more single targetted skills of a gun.
I know this is one of the more interesting things about GW2 combat and I know you can dodge arrows, but can you dodge magic? In the videos, I have seen there was no aiming reticle for many spells, some ground targeted but not aiming reticles, so I am assuming magic once aimed hits and things depend on resistance or other mechanism. But if that is the case, then doesnt that just put bow users at a severe disadvantage vs. magic users? Even magic users vs. melee since they can cast on the run and can dodge away from melee blows?
Just wondering if there was any information on this, tried using the search engine but got no results.
There are many answers.
#1 There are some spells which have targetting circle
#2 many spells are cast "at target" but target is able to avoid them through dodges or runnign away from them. It gets harder the closer enemy is to caster.
#3 some spells don't have travel time and hit enemies directly regardless where they are
Dodging takes HUGE ammount of energy. Dodging as in double-tap directional keys. If you will keep dodging you'll soon be left with no energy to cast your spells. Also, CRIPPLE PREVENTS DODGING and RUNNING.
Melee can also hit on the run and im almost sure most ppl will have their 2nd weapon set dedicated to some form of ranged attacks.There is another condition which affects casters. DAZE. When caster is DAZED [at least in GW1] his spells are interrupted everytime he is hit for the duration of daze.
To sum up. Nope. Ranged and melee classes wont be at disadventage vs magic users. It'llbe about even.
Originally posted by tazarconan
Originally posted by Diovidius
Originally posted by Ikonic
So instead of nonstop "Bunny Hopping" we will have endless "Dodge Rolling"?
Dodging costs energy so no.
Yeah? But how much ? Cause if it costs 1 enrgy like other games i know we ll be watching circus dodge ballette during fights.
Anything that has a flight time, a spell or projectile like arrows, can be dodged. I'm sure everything will have different flight speeds though, so some will be easier to dodge than others.
I know this is one of the more interesting things about GW2 combat and I know you can dodge arrows, but can you dodge magic? In the videos, I have seen there was no aiming reticle for many spells, some ground targeted but not aiming reticles, so I am assuming magic once aimed hits and things depend on resistance or other mechanism. But if that is the case, then doesnt that just put bow users at a severe disadvantage vs. magic users? Even magic users vs. melee since they can cast on the run and can dodge away from melee blows?
Just wondering if there was any information on this, tried using the search engine but got no results.
There are many answers.
#1 There are some spells which have targetting circle
#2 many spells are cast "at target" but target is able to avoid them through dodges or runnign away from them. It gets harder the closer enemy is to caster.
#3 some spells don't have travel time and hit enemies directly regardless where they are
Dodging takes HUGE ammount of energy. Dodging as in double-tap directional keys. If you will keep dodging you'll soon be left with no energy to cast your spells. Also, CRIPPLE PREVENTS DODGING and RUNNING.
Melee can also hit on the run and im almost sure most ppl will have their 2nd weapon set dedicated to some form of ranged attacks.There is another condition which affects casters. DAZE. When caster is DAZED [at least in GW1] his spells are interrupted everytime he is hit for the duration of daze.
To sum up. Nope. Ranged and melee classes wont be at disadventage vs magic users. It'llbe about even.
Originally posted by tazarconan
Originally posted by Diovidius
Originally posted by Ikonic
So instead of nonstop "Bunny Hopping" we will have endless "Dodge Rolling"?
Dodging costs energy so no.
Yeah? But how much ? Cause if it costs 1 enrgy like other games i know we ll be watching circus dodge ballette during fights.
~20% of energy for every dodge
You mean you could do 4 barrel flups in a row and meanwhile energy is getting replenished for more flupjumps back or left right? hmm isnt that something described like frogwars where everybody is jumping around happilly ? Hmm that reminds me of something .
I know this is one of the more interesting things about GW2 combat and I know you can dodge arrows, but can you dodge magic? In the videos, I have seen there was no aiming reticle for many spells, some ground targeted but not aiming reticles, so I am assuming magic once aimed hits and things depend on resistance or other mechanism. But if that is the case, then doesnt that just put bow users at a severe disadvantage vs. magic users? Even magic users vs. melee since they can cast on the run and can dodge away from melee blows?
Just wondering if there was any information on this, tried using the search engine but got no results.
There are many answers.
#1 There are some spells which have targetting circle
#2 many spells are cast "at target" but target is able to avoid them through dodges or runnign away from them. It gets harder the closer enemy is to caster.
#3 some spells don't have travel time and hit enemies directly regardless where they are
Dodging takes HUGE ammount of energy. Dodging as in double-tap directional keys. If you will keep dodging you'll soon be left with no energy to cast your spells. Also, CRIPPLE PREVENTS DODGING and RUNNING.
Melee can also hit on the run and im almost sure most ppl will have their 2nd weapon set dedicated to some form of ranged attacks.There is another condition which affects casters. DAZE. When caster is DAZED [at least in GW1] his spells are interrupted everytime he is hit for the duration of daze.
To sum up. Nope. Ranged and melee classes wont be at disadventage vs magic users. It'llbe about even.
Originally posted by tazarconan
Originally posted by Diovidius
Originally posted by Ikonic
So instead of nonstop "Bunny Hopping" we will have endless "Dodge Rolling"?
Dodging costs energy so no.
Yeah? But how much ? Cause if it costs 1 enrgy like other games i know we ll be watching circus dodge ballette during fights.
~20% of energy for every dodge
You mean you could do 4 barrel flups in a row and meanwhile energy is getting replenished for more flupjumps back or left right? hmm isnt that something described like frogwars where everybody is jumping around happilly ? Hmm that reminds me of something .
I know this is one of the more interesting things about GW2 combat and I know you can dodge arrows, but can you dodge magic? In the videos, I have seen there was no aiming reticle for many spells, some ground targeted but not aiming reticles, so I am assuming magic once aimed hits and things depend on resistance or other mechanism. But if that is the case, then doesnt that just put bow users at a severe disadvantage vs. magic users? Even magic users vs. melee since they can cast on the run and can dodge away from melee blows?
Just wondering if there was any information on this, tried using the search engine but got no results.
There are many answers.
#1 There are some spells which have targetting circle
#2 many spells are cast "at target" but target is able to avoid them through dodges or runnign away from them. It gets harder the closer enemy is to caster.
#3 some spells don't have travel time and hit enemies directly regardless where they are
Dodging takes HUGE ammount of energy. Dodging as in double-tap directional keys. If you will keep dodging you'll soon be left with no energy to cast your spells. Also, CRIPPLE PREVENTS DODGING and RUNNING.
Melee can also hit on the run and im almost sure most ppl will have their 2nd weapon set dedicated to some form of ranged attacks.There is another condition which affects casters. DAZE. When caster is DAZED [at least in GW1] his spells are interrupted everytime he is hit for the duration of daze.
To sum up. Nope. Ranged and melee classes wont be at disadventage vs magic users. It'llbe about even.
Originally posted by tazarconan
Originally posted by Diovidius
Originally posted by Ikonic
So instead of nonstop "Bunny Hopping" we will have endless "Dodge Rolling"?
Dodging costs energy so no.
Yeah? But how much ? Cause if it costs 1 enrgy like other games i know we ll be watching circus dodge ballette during fights.
~20% of energy for every dodge
You mean you could do 4 barrel flups in a row and meanwhile energy is getting replenished for more flupjumps back or left right? hmm isnt that something described like frogwars where everybody is jumping around happilly ? Hmm that reminds me of something .
Seriously. Did you see regen speed of energy outside of potions? It's like nonexistant. There is simply no way you can roll all around all the time. Few rolls pot few rolls and then you got no energy for combat skills as well as no energy for dodges and heal = ur dead.
Dodging bullets seems kinda hard tbh feels like they would travel sliiiiiightly faster than an arrow. So why would you choose a bow over a gun?
well, first, if somebody is shooting you with a gun, you dodge when they fire...The dodge window is pretty forgiving.
second, warriors and thieves are the only ones who can use both guns and bows.
With warriors, both the longbow and the rifle are twohanded weapons. One is for AoE and nice explosions, the other is for single target damage.
With thieves, their pistols are onehanded and their shortbows are twohanded. It seems to me that the shortbow has a longer range and is definetely better suited for an initial AoE bombardment and has one of the coolest escape skills that thieves have (in my opinion). Pistols are cool because they attack fast and, they are a great weapon for more "in the fray" type combat.
dodging is possible against both guns and bows, but the timing is a bit different...thats it.
Um...A bullet travels fast than sound. So the bullet will get to you before the sound of the gun firing does gets to you. And generally, you won't be able to see the flash of an average gun past 200 meters. But you need about 400 meters in order to, with lots of practice, react and move out of the way. Since nothing travels faster than light (except for the expansion of the universe), you would need the flash of the gun firing as a que to move. However, if the human eye cannot detect the flash at 400 meters, you have no que to move. Just a little off topic.
Back on topic:
I'm thinking that ArenaNet intends on you using all the skills in your arsenal. If an elementalist is running away, and you are a warrior, switch to a ranged weapon and start firing. I'm beginning to think the system is designed around the idea that you can be viable with just one weapon, but the best players will know how to use every skill they have at their disposal. It's not a simple 1...2...3... repeat.
Um...A bullet travels fast than sound. So the bullet will get to you before the sound of the gun firing does gets to you. And generally, you won't be able to see the flash of an average gun past 200 meters. But you need about 400 meters in order to, with lots of practice, react and move out of the way. Since nothing travels faster than light (except for the expansion of the universe), you would need the flash of the gun firing as a que to move. However, if the human eye cannot detect the flash at 400 meters, you have no que to move. Just a little off topic.
Back on topic:
I'm thinking that ArenaNet intends on you using all the skills in your arsenal. If an elementalist is running away, and you are a warrior, switch to a ranged weapon and start firing. I'm beginning to think the system is designed around the idea that you can be viable with just one weapon, but the best players will know how to use every skill they have at their disposal. It's not a simple 1...2...3... repeat.
Some bullets travel slower than sound, you know.
... and he was talking in the GW2 universe, where it travels considerably slower than sound.
Also, if you're fast enough to dodge bullets, but they're supersonic, the best thing to do is either 1. Look for the trigger pull (The mechanical action isn't as fast as the speed of light, so you have a cushion of time between finger movement and the muzzle flash), or 2. Don't stand where the gun is aimed, so dodge ahead of the barrel movement.
... just a couple helpful tips if you ever get superpowers and get into the bullet dodging business.
Dodging bullets seems kinda hard tbh feels like they would travel sliiiiiightly faster than an arrow. So why would you choose a bow over a gun?
well, first, if somebody is shooting you with a gun, you dodge when they fire...The dodge window is pretty forgiving.
second, warriors and thieves are the only ones who can use both guns and bows.
With warriors, both the longbow and the rifle are twohanded weapons. One is for AoE and nice explosions, the other is for single target damage.
With thieves, their pistols are onehanded and their shortbows are twohanded. It seems to me that the shortbow has a longer range and is definetely better suited for an initial AoE bombardment and has one of the coolest escape skills that thieves have (in my opinion). Pistols are cool because they attack fast and, they are a great weapon for more "in the fray" type combat.
dodging is possible against both guns and bows, but the timing is a bit different...thats it.
Um...A bullet travels fast than sound. So the bullet will get to you before the sound of the gun firing does gets to you. And generally, you won't be able to see the flash of an average gun past 200 meters. But you need about 400 meters in order to, with lots of practice, react and move out of the way. Since nothing travels faster than light (except for the expansion of the universe), you would need the flash of the gun firing as a que to move. However, if the human eye cannot detect the flash at 400 meters, you have no que to move. Just a little off topic.
Back on topic:
I'm thinking that ArenaNet intends on you using all the skills in your arsenal. If an elementalist is running away, and you are a warrior, switch to a ranged weapon and start firing. I'm beginning to think the system is designed around the idea that you can be viable with just one weapon, but the best players will know how to use every skill they have at their disposal. It's not a simple 1...2...3... repeat.
Ummm that is a pretty general statement about a gun and how fast a bullet travels. As far as consistently dodging bullets....Yeah right. Larger caliber handguns shoot a heavy bullet without a lot of gun powder behind and the muzzle velocities for these weapons is under 1000 feet per second. Some as low as 800 feet per second or even lower. Some lighter caliber weapons used for hunting or long distance target shooting use a much lighter weight bullet and have a much larger brass case behind the bullet filled to the brim with high power gun powder. Muzzle velocities for these weapons can easily exceed 3000 feet per second. Either way when it is slow you would have around a second and a faster projectile would give you less than a half a second at 400 meters. You would have to react as they pulled the trigger and all of that is assuming the shooter isn't compensating for your motion already.
Melee can also hit on the run and im almost sure most ppl will have their 2nd weapon set dedicated to some form of ranged attacks.There is another condition which affects casters. DAZE. When caster is DAZED [at least in GW1] his spells are interrupted everytime he is hit for the duration of daze.
There is no "Daze" in GW2. These are the conditions in GW2 that we know of.
Dodging bullets seems kinda hard tbh feels like they would travel sliiiiiightly faster than an arrow. So why would you choose a bow over a gun?
well, first, if somebody is shooting you with a gun, you dodge when they fire...The dodge window is pretty forgiving.
second, warriors and thieves are the only ones who can use both guns and bows.
With warriors, both the longbow and the rifle are twohanded weapons. One is for AoE and nice explosions, the other is for single target damage.
With thieves, their pistols are onehanded and their shortbows are twohanded. It seems to me that the shortbow has a longer range and is definetely better suited for an initial AoE bombardment and has one of the coolest escape skills that thieves have (in my opinion). Pistols are cool because they attack fast and, they are a great weapon for more "in the fray" type combat.
dodging is possible against both guns and bows, but the timing is a bit different...thats it.
Um...A bullet travels fast than sound. So the bullet will get to you before the sound of the gun firing does gets to you. And generally, you won't be able to see the flash of an average gun past 200 meters. But you need about 400 meters in order to, with lots of practice, react and move out of the way. Since nothing travels faster than light (except for the expansion of the universe), you would need the flash of the gun firing as a que to move. However, if the human eye cannot detect the flash at 400 meters, you have no que to move. Just a little off topic.
Back on topic:
I'm thinking that ArenaNet intends on you using all the skills in your arsenal. If an elementalist is running away, and you are a warrior, switch to a ranged weapon and start firing. I'm beginning to think the system is designed around the idea that you can be viable with just one weapon, but the best players will know how to use every skill they have at their disposal. It's not a simple 1...2...3... repeat.
second part first: yup. :-)
first part: lol. i don't intend on being in a situation (out of game) where somebody is going to shoot me. However, If such a thing would happen to occur, I would like to be as close to them as possible...you know...melee range.
as for the text...thanks for being random...it made my day.
I used to TL;DR, but then I took a bullet point to the footnote.
Another thing that seems to have been overlooked is that you cannot say be running and simply hit the strafe button and roll out of the way. The way the control system is designed you must stop the previous action and double tap the movement key to roll or jump out of the way.
Speaking from experience on this it is extremely cumbersome in it's current iteration and is not as effective and "quick" as one might hope. It takes a bit of practice and as i stated you must stop all directional movement prior to the "dodge".
To me it seems this will be an ineffective method of combat tactic for any susstainable period of time and will be used more sparingly.
having actually played the game, I can assure you of 3 things.
its not something that was overlooked. It is a key layout that words for the people designing the game.
There really isn't a pause that is noticable to any effect. if you have such a problem just strafe with Q or E and dodge to the side. There are lots of skills that will let you cover the rolling away and rolling toward without dodging forward or back.
yeah...its called balancing energy drain from dodging against damage taken.
one more thing. There are ways to dodge without the double tap. I suspect many people are going to freak when they see how fast a thief can get away from an enemy. As an evasive tactic, dodge rolling works for them. Eles use it in a different way (they can set up firewalls while rolling when using certain skills). Rangers can roll around you and then slash your back with a sword. Warriors and guardians don't do much dodging, but, as with all classes, they can use the movement arrow double tap to dodge a big attack from a boss. Being higher armor, they don't have to sweat too much of the smaller damage, but you have to be weary of those big attacks. Engineers have some pretty nifty ways of launching themselves out of harms way...which just leaves the necromancer...and I think that they mostly have the death shroud that they can activate as a long term dodge with benefits (seeing as how the death shroud has been changed to be less imba). necros don't dodge so much as you the life force of there enemies as a shield against harm in a pinch.
Dodging in this game is done in a way so that, while everyone has access to it with the double tap, some classes can do special things to mitigate damage, be it through advanced dodging techniques or through various shielding techniques...and you should NOT underestimate the potential of shielding techniques. Remember that if you dodge, projectiles can still go right through you. This would be a problem for a frontliner trying to protect his weaker allies, and I think this is one of the reasons that warrior and guardian focus less of dodging than the others. This observation leads me to believe that necromancers are something of a "I will damn well defy the definition of backline if I so choose...cause damn it, its boring back there and I don't get to see the blood and bones of my foes up close." kind of class. MUAHAHAHAHA!
I too have actually played the game for an extensive amount of time. My only point is that there seems to be some assertion that those twitch players from other styles of online combat games will have some advantage. An I see no evidence that this kind of experience will give any advantage whatsoever. You are correct in stating the intended design is to somewhat limit the dodge ability. One way was to limit utilization of multiple movement keys at one time.
It will be a nice tactic to have, but certainly at a cost to either reaction time or resources.
I am looking forward to the mechanic as it on yet another level differentiates the system from so many of the combat and pre-rolled pre-hit scenarios out there ATM.
Um...A bullet travels fast than sound. So the bullet will get to you before the sound of the gun firing does gets to you. And generally, you won't be able to see the flash of an average gun past 200 meters. But you need about 400 meters in order to, with lots of practice, react and move out of the way. Since nothing travels faster than light (except for the expansion of the universe), you would need the flash of the gun firing as a que to move. However, if the human eye cannot detect the flash at 400 meters, you have no que to move. Just a little off topic.
Back on topic:
I'm thinking that ArenaNet intends on you using all the skills in your arsenal. If an elementalist is running away, and you are a warrior, switch to a ranged weapon and start firing. I'm beginning to think the system is designed around the idea that you can be viable with just one weapon, but the best players will know how to use every skill they have at their disposal. It's not a simple 1...2...3... repeat.
Some bullets travel slower than sound, you know.
... and he was talking in the GW2 universe, where it travels considerably slower than sound.
Also, if you're fast enough to dodge bullets, but they're supersonic, the best thing to do is either 1. Look for the trigger pull (The mechanical action isn't as fast as the speed of light, so you have a cushion of time between finger movement and the muzzle flash), or 2. Don't stand where the gun is aimed, so dodge ahead of the barrel movement.
... just a couple helpful tips if you ever get superpowers and get into the bullet dodging business.
sound travels ~324 meters per second in air and ~1400 meters per second in water. Like every pistol [modern] out there has bullets traveling ~600-750meters per sec.
Melee can also hit on the run and im almost sure most ppl will have their 2nd weapon set dedicated to some form of ranged attacks.There is another condition which affects casters. DAZE. When caster is DAZED [at least in GW1] his spells are interrupted everytime he is hit for the duration of daze.
There is no "Daze" in GW2. These are the conditions in GW2 that we know of.
Melee can also hit on the run and im almost sure most ppl will have their 2nd weapon set dedicated to some form of ranged attacks.There is another condition which affects casters. DAZE. When caster is DAZED [at least in GW1] his spells are interrupted everytime he is hit for the duration of daze.
There is no "Daze" in GW2. These are the conditions in GW2 that we know of.
sound travels ~324 meters per second in air and ~1400 meters per second in water. Like every pistol [modern] out there has bullets traveling ~600-750meters per sec.
Do a search on the internet for 'subsonic rounds'. I'm sure you'll find it right next to the section on dazed.
Comments
No no, you dodge just as they are about to fire or else you end up timing it wrong and dodging after they fire.
This is not a game.
I believe you are also able to dodge attacks by simply moving out of the way? Am I correct?
In an interview, they did indeed say that.
Also, dodge-rolI isn't an automatic success, you can still be hit, there's no increase to some 'dodge chance' number.
I do sort of suspect they shrink your hitbox or something though. :x
Warriors don't need to get into melee distance to snare. They have the skill "Axe throw" which can be modified (with traits) to cripple when it hits the target, they have "Throw Bolas" which immobilize the target. They can also use ranged weapons which evens out the playing field even more.
This is not a game.
Rangers, for example, can use bows but not guns. Bows provide different attacks than guns as well, so situationally your warrior may prefer the AoE death-from-above a bow provides over the more single targetted skills of a gun.
Oderint, dum metuant.
Yeah? But how much ? Cause if it costs 1 enrgy like other games i know we ll be watching circus dodge ballette during fights.
10% of your total energy or so? About the only thing more expensive is the self-heal.
Im sure Izzy will be balancing dodge correctly, if not ill show him how broken it is when its live, he can then balance it properly for pvp :P
There are many answers.
#1 There are some spells which have targetting circle
#2 many spells are cast "at target" but target is able to avoid them through dodges or runnign away from them. It gets harder the closer enemy is to caster.
#3 some spells don't have travel time and hit enemies directly regardless where they are
Dodging takes HUGE ammount of energy. Dodging as in double-tap directional keys. If you will keep dodging you'll soon be left with no energy to cast your spells. Also, CRIPPLE PREVENTS DODGING and RUNNING.
Melee can also hit on the run and im almost sure most ppl will have their 2nd weapon set dedicated to some form of ranged attacks.There is another condition which affects casters. DAZE. When caster is DAZED [at least in GW1] his spells are interrupted everytime he is hit for the duration of daze.
To sum up. Nope. Ranged and melee classes wont be at disadventage vs magic users. It'llbe about even.
~20% of energy for every dodge
Anything that has a flight time, a spell or projectile like arrows, can be dodged. I'm sure everything will have different flight speeds though, so some will be easier to dodge than others.
You mean you could do 4 barrel flups in a row and meanwhile energy is getting replenished for more flupjumps back or left right? hmm isnt that something described like frogwars where everybody is jumping around happilly ? Hmm that reminds me of something .
Asherons Call? Damn I hated that game.
I've noticed that Pistols have faster flight time than bows/rifles but also SIGNIFICANTLY shorter range.
Seriously. Did you see regen speed of energy outside of potions? It's like nonexistant. There is simply no way you can roll all around all the time. Few rolls pot few rolls and then you got no energy for combat skills as well as no energy for dodges and heal = ur dead.
And as said; Cripple = no dodging for you
Um...A bullet travels fast than sound. So the bullet will get to you before the sound of the gun firing does gets to you. And generally, you won't be able to see the flash of an average gun past 200 meters. But you need about 400 meters in order to, with lots of practice, react and move out of the way. Since nothing travels faster than light (except for the expansion of the universe), you would need the flash of the gun firing as a que to move. However, if the human eye cannot detect the flash at 400 meters, you have no que to move. Just a little off topic.
Back on topic:
I'm thinking that ArenaNet intends on you using all the skills in your arsenal. If an elementalist is running away, and you are a warrior, switch to a ranged weapon and start firing. I'm beginning to think the system is designed around the idea that you can be viable with just one weapon, but the best players will know how to use every skill they have at their disposal. It's not a simple 1...2...3... repeat.
Some bullets travel slower than sound, you know.
... and he was talking in the GW2 universe, where it travels considerably slower than sound.
Also, if you're fast enough to dodge bullets, but they're supersonic, the best thing to do is either 1. Look for the trigger pull (The mechanical action isn't as fast as the speed of light, so you have a cushion of time between finger movement and the muzzle flash), or 2. Don't stand where the gun is aimed, so dodge ahead of the barrel movement.
... just a couple helpful tips if you ever get superpowers and get into the bullet dodging business.
Ummm that is a pretty general statement about a gun and how fast a bullet travels. As far as consistently dodging bullets....Yeah right. Larger caliber handguns shoot a heavy bullet without a lot of gun powder behind and the muzzle velocities for these weapons is under 1000 feet per second. Some as low as 800 feet per second or even lower. Some lighter caliber weapons used for hunting or long distance target shooting use a much lighter weight bullet and have a much larger brass case behind the bullet filled to the brim with high power gun powder. Muzzle velocities for these weapons can easily exceed 3000 feet per second. Either way when it is slow you would have around a second and a faster projectile would give you less than a half a second at 400 meters. You would have to react as they pulled the trigger and all of that is assuming the shooter isn't compensating for your motion already.
There is no "Daze" in GW2. These are the conditions in GW2 that we know of.
http://wiki.guildwars2.com/wiki/Condition
Blackout
Prevents the target from activating any skills. Similar to daze.
Bleeding
Target loses health over a constant amount over time. Stackable (maximum 9 times).
Blind
Causes the target's next attack to miss.
Burning
Target loses health over a constant amount over time. Stackable.
Chilled
Target moves approximately one third speed and is unable to dodge. Skills already recharging take additional time to recharge.
Crippled
Target moves slower and is unable to dodge.
Fear
Causes the target to run directly away from the caster. Exclusive to necromancers.
Immobilized
Target movement is hindered and is unable to dodge.
Poison
Target loses health over a constant amount over time. Stackable.
Vulnerability
Causes the target to take more damage.
Weakness
The effect is currently unknown.
I didn't want to grab the table but it came when I tried to copy the words 'cos I'm so darn lazy and didn't want to type it out :P.
This is not a game.
second part first: yup. :-)
first part: lol. i don't intend on being in a situation (out of game) where somebody is going to shoot me. However, If such a thing would happen to occur, I would like to be as close to them as possible...you know...melee range.
as for the text...thanks for being random...it made my day.
I used to TL;DR, but then I took a bullet point to the footnote.
I too have actually played the game for an extensive amount of time. My only point is that there seems to be some assertion that those twitch players from other styles of online combat games will have some advantage. An I see no evidence that this kind of experience will give any advantage whatsoever. You are correct in stating the intended design is to somewhat limit the dodge ability. One way was to limit utilization of multiple movement keys at one time.
It will be a nice tactic to have, but certainly at a cost to either reaction time or resources.
I am looking forward to the mechanic as it on yet another level differentiates the system from so many of the combat and pre-rolled pre-hit scenarios out there ATM.
Cheers.
sound travels ~324 meters per second in air and ~1400 meters per second in water. Like every pistol [modern] out there has bullets traveling ~600-750meters per sec.
http://www.wiki.guildwars2.com/wiki/Daze
Burned!
You might want to check better next time. Check Thief skill "headshot" for example. Head Shot
Also
Effects
Boons
Aegis • Fury • Might • Protection • Regeneration •
Swiftness • Vigor
Conditions
Blackout • Bleeding • Blind • Burning • Chilled • Crippled • Fear • Immobilized • Poison • Vulnerability • Weakness
Other
Daze • Float • Invulnerability • Knockback • Knock down • Launch •
Rejuvenation • Sink • Smiting • Stability • Stealth • Stun
Check better next time
Do a search on the internet for 'subsonic rounds'. I'm sure you'll find it right next to the section on dazed.
LOL. I should have rembered that or even scrolled down a little further.
This is not a game.