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Dodging mechanic

heavenlyrainheavenlyrain Member Posts: 11

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.

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Comments

  • nezbelnezbel Member UncommonPosts: 47

    From what I've seen all ranged seems to work like this: You target your target, just like you would in most other MMOs, and fire. Your ranged attack (arrow,bullet or magic) will head in the direction your target was in when you fired. The target can move but the attack won't follow with them like in other systems so with enough reaction time the attack can be dodged.

     

    Also not everything is in a straight line, many magic attacks seem to have different attack pattterns (such as a spread or exploding after it hits something.) and bows shots arc, if I recall, making them harder to see unless your focusing on them. (I also thought I saw that the different bow types have different arcs)

  • DiovidiusDiovidius Member UncommonPosts: 1,026

    Anet has said that pretty much everything is dodgeable. There are a few homing skills but not a lot. So yea, magic is dodgeable as well. Like arrows and bullets, non-aoe magic skills just fly towards the place your target was the moment you used the skill. If that target moved it will miss, if there is an obstacle or a different enemy obstructing the attack then the attack will hit that instead.

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  • IkonicIkonic Member UncommonPosts: 310
    So instead of nonstop "Bunny Hopping" we will have endless "Dodge Rolling"?
  • DiovidiusDiovidius Member UncommonPosts: 1,026

    Originally posted by Ikonic

    So instead of nonstop "Bunny Hopping" we will have endless "Dodge Rolling"?

    Dodging costs energy so no.

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  • heavenlyrainheavenlyrain Member Posts: 11

    Originally posted by Fion

    Yes you can dodge spells. There is a tab to select target system however once you launch a spell (or projectile for that matter) it does not ark to the target automatically but rather 'lands' where you aimed it. If you watch several of the longer videos showing gameplay you'll see this happen quite a lot, especially with inexperienced demo players who are so used to the click and you auto-hit system of previous MMOGs that they don't even try and aim their spells hehe.

    I've actually seen in one video where a fire atuned Elmentalist launched the starter attack that hurls a ball of fire in an arch before it lands. I forget which video it was but they were in a newbie area and fighting centaurs (which seem to be a popular enemy hehe) and this particular Elementalist fired off the spell while the target was moving and thus it was long gone by the time it hit, however another centaur had moved into the exact spot at the right time and the spell hit that one. I was amazed frankly (but with this game, having my jaw drop is pretty common lol.)

    Oh and yes as others have said, there are a few abilities in the game that home, but it isn't the standard.

     

    If that is the case, then if i continually am strafing then no spell or arrow can hit me?

  • aejoriiaejorii Member Posts: 26
    No. Dodging takes about 5% energy from your energy pool so you can't dodge forever and ever. It is not maintainable even if you don't use spells.
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  • ErifNevowErifNevow Member Posts: 97

    I assume magic will have some skills that are good for having the trait of "Lock on", but don't hold me to that. I think that archers might get a skill along those lines, but not entierly sure about that.

    Newb= Newly Enrolled Wannabe Badass.

  • heavenlyrainheavenlyrain Member Posts: 11

    Originally posted by Fion

    Originally posted by heavenlyrain


    Originally posted by Fion

    Yes you can dodge spells. There is a tab to select target system however once you launch a spell (or projectile for that matter) it does not ark to the target automatically but rather 'lands' where you aimed it. If you watch several of the longer videos showing gameplay you'll see this happen quite a lot, especially with inexperienced demo players who are so used to the click and you auto-hit system of previous MMOGs that they don't even try and aim their spells hehe.

    I've actually seen in one video where a fire atuned Elmentalist launched the starter attack that hurls a ball of fire in an arch before it lands. I forget which video it was but they were in a newbie area and fighting centaurs (which seem to be a popular enemy hehe) and this particular Elementalist fired off the spell while the target was moving and thus it was long gone by the time it hit, however another centaur had moved into the exact spot at the right time and the spell hit that one. I was amazed frankly (but with this game, having my jaw drop is pretty common lol.)

    Oh and yes as others have said, there are a few abilities in the game that home, but it isn't the standard.

     

    If that is the case, then if i continually am strafing then no spell or arrow can hit me?

     

    Damn this thread is moving fast lol. Dodging costs energy so you cant do it not stop, but at the same time even if you could you wouldn't want to.. you'd never kill your target ;P If your just constantly strafing, you'll certainly be harder to hit, but thats the point. Since almost all the abilities in the game can be used on the move, I'm sure we'll be seeing a lot of it.

    I understand dodging, but what i was wondering was what was said in that the missile, spell goes to where I was at target's release.  So if i am continually moving/strafing, then does the spell/missile home in and only stops if i dodge?

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  • heavenlyrainheavenlyrain Member Posts: 11

    Originally posted by Fion

     

     

    Damn this thread is moving fast lol. Dodging costs energy so you cant do it not stop, but at the same time even if you could you wouldn't want to.. you'd never kill your target ;P If your just constantly strafing, you'll certainly be harder to hit, but thats the point. Since almost all the abilities in the game can be used on the move, I'm sure we'll be seeing a lot of it. A lot of the classes in the game have a solid amount of cc and aoe as well, so just strafing won't be the perfect defense. A lot of this stuff we really won't know how they play out for certain until the game comes out.

     

    One last thing, if that is so then how does melee deal with range since they can cast on the run and likely have defenses for being in melee range.  Are there mechanisms that people know about that allow melee to stay in melee range against ranged casters or will this game be Kiteaholic.

  • Loke666Loke666 Member EpicPosts: 21,441

    Originally posted by Ikonic

    So instead of nonstop "Bunny Hopping" we will have endless "Dodge Rolling"?

    First of all: It seems like dogding cost stamina. Secondly: you can't attack. Thirdly: one word: traps.

    The mechanics wont allow people to act like in the old C-64 game "Barbarian" if anyone remember it, a player that got hurt could roll until time out.

    Dodging will probably still be annoying in PvP. Particularly when you fight against a good thief, and not play an engineer (flamethrowers, turret guns and mines make dodging rather bad for someone in leather armor).

  • ZeroxinZeroxin Member UncommonPosts: 2,515

    Originally posted by heavenlyrain

    Originally posted by Fion


     

     

    Damn this thread is moving fast lol. Dodging costs energy so you cant do it not stop, but at the same time even if you could you wouldn't want to.. you'd never kill your target ;P If your just constantly strafing, you'll certainly be harder to hit, but thats the point. Since almost all the abilities in the game can be used on the move, I'm sure we'll be seeing a lot of it. A lot of the classes in the game have a solid amount of cc and aoe as well, so just strafing won't be the perfect defense. A lot of this stuff we really won't know how they play out for certain until the game comes out.

     

    One last thing, if that is so then how does melee deal with range since they can cast on the run and likely have defenses for being in melee range.  Are there mechanisms that people know about that allow melee to stay in melee range against ranged casters or will this game be Kiteaholic.

    Cripples, skills that make you move faster and skills that help close the distance between you and your opponent.

    This is not a game.

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  • aejoriiaejorii Member Posts: 26

    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.. 

  • KharnathKharnath Member UncommonPosts: 65

    Originally posted by Fion

    Originally posted by Ikonic

    So instead of nonstop "Bunny Hopping" we will have endless "Dodge Rolling"?

     Well considering dodging is the key avoidence feature of the game, you bet, though as Doividius said, you cant do it non-stop. I never really saw how bunny hopping helped in games like WoW since one you targeted an enemy you hit them, easy as that. I think some people just thought it made them look cool. Idiots lol.

    Not to derail the thread, but the so-called idiots in World of Warcraft bunny jumped for several reasons. Well, most people probably did it because they thought it made them look cool, but skilled players did it for other reasons too:

    1) As an alternative to strafe shooting, ie. move in one direction while shooting in a different direction.

    2) Warrior charge jumping (http://www.youtube.com/watch?v=3yFhrdirFQY)

    3) You'd continue moving forward if rooted mid-air. This could be a big advantage depending on the situation.

  • sketchy_sketchy_ Member UncommonPosts: 137

    So let's say you can dodge almost everything.

    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? :)

    "If I had a d*ck, I'd go get laid. But we can do that next best thing... Let's kill people."

  • grimm6thgrimm6th Member Posts: 973

    Originally posted by sketchy_

    So let's say you can dodge almost everything.

    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.

    I used to TL;DR, but then I took a bullet point to the footnote.

  • GravedancerXGravedancerX Member UncommonPosts: 2

    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.

  • xTalenTxTalenT Member Posts: 29

    This is gonna make the game way more difficult but interesting at the same time. Im playing a warrior so it wont really effect me. But it will effect PVE just as much as PVP.

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  • MeowheadMeowhead Member UncommonPosts: 3,716

    Originally posted by GravedancerX

    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.

    Might I suggest a three-key tap, rather than a double-key tap?

    If you can do it really fast... 'autorun key' (I usually set it to r), then double tap the direction you want to dodge.

    You won't stop for a second. :)

  • kaiser3282kaiser3282 Member UncommonPosts: 2,759

    Originally posted by GravedancerX

    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.

     That may actually be a good thing if it does work that way. If people were able to insta-roll/dodge that's exactly what they would do...nonstop. Would be nearly impossible to hit anyone and would be ranged users at a huge disadvantage vs melees who just roll around until theyre in melee range. Would give at least a brief window for ranged attackers to nail their targets if they timed their shots properly.

    The only other option would be to give ranged classes some effective CC that wont miss, allowing them to stop the dodger in their tracks.... but im sure many of you are aware how much people absolutely LOVE to bitch and moan about CC in PvP(even though its usually their own fault for not using the tools that are there to avoid/counter CC **coughWARcough**).

    I kind of see the 1st option as the better one. Forces people to learn to time their dodges & attacks properly and try to predict what the enemy will do and react accordingly rather than a game of spamming roll/dodge and invincibility. A few other games that have implemented active rolling/dodging are full of people who just spam it nonstop, usually to run away and hide somewhere because they cant be hit.

  • grimm6thgrimm6th Member Posts: 973

    Originally posted by GravedancerX

    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.


    1. its not something that was overlooked.  It is a key layout that words for the people designing the game.

    2. 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.

    3. 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 used to TL;DR, but then I took a bullet point to the footnote.

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