i find the game responsive and smooth in a way I would equate to a console action game and not an rpg let alone a mmo. I never was into the wow art style, didn't play so I can't speak toward any comparison there but it sounds a bit grasping for straws envoking responsiveness of the combat or movement. I also play with a controller and the auto attack disabled so my experience may be different to others but I love the way the game plays at it's core mechanics and responsiveness level. I'm sure some are genuinely griping but many are just that person you don't invite to the movies because they like to point out all the unrealistic moments and ruin it for everyone else.
For me, as a new player of GW2, the problem came with skills not firing when I pressed them which caused the game to feel unresponsive. I picked up a two-handed hammer on the guardian I was trying and I had this problem a lot. The #1 skill seemed to basically be an auto-attack while the #2 skill was a big overhead smash. If I hit 2 it wouldn't actually fire until after I finished the current swing from my "auto-attack" (skill #1). In an effort to figure out why I wasn't smashing I would look at my bar to discover that the #2 ability wasn't on cd so it hadn't fired. I would then hit it again, and again, and again until it fired. Maybe the system is working as intended but I just didn't find it very enjoyable.
That is because you were button mashing. If you button mash certain skills it puts them on queue and will go off after the current skill animation is complete. Certain skill allows you to chain multiple skills but you have to know which skills that allow that.
For me, as a new player of GW2, the problem came with skills not firing when I pressed them which caused the game to feel unresponsive. I picked up a two-handed hammer on the guardian I was trying and I had this problem a lot. The #1 skill seemed to basically be an auto-attack while the #2 skill was a big overhead smash. If I hit 2 it wouldn't actually fire until after I finished the current swing from my "auto-attack" (skill #1). In an effort to figure out why I wasn't smashing I would look at my bar to discover that the #2 ability wasn't on cd so it hadn't fired. I would then hit it again, and again, and again until it fired. Maybe the system is working as intended but I just didn't find it very enjoyable.
I think what you're experiencing is skill queuing. In GW2 when you press a skill while another one is executing, it goes into a queue and you see a flashing box around it. Once the first skill finishes, the next one in queue starts. However, I did notice there were times when I'd hit a skill while one was in progress and it didn't queue (no flashing box) so I'd have to press it a 2nd time. That sort of thing I'm assuming is a bug because it was inconsistent.
Yeah I think it was the queueing but it was just annoying that I had to wait to execute a timing based major attack until my spammy "auto-attack" completed its animation. There were times when the delay between hitting the key for the big ability and when it actually executed resulted in me missing the target.
There also seemed to be an ability that got interrupted if I moved when it was "casting" but with the queueing system it was very difficult to tell when it was the ability being animated rather than my other abilities. I guess it is probably just something you have to get used to by playing more but it wasn't very intuitive like most games for me.
For me, as a new player of GW2, the problem came with skills not firing when I pressed them which caused the game to feel unresponsive. I picked up a two-handed hammer on the guardian I was trying and I had this problem a lot. The #1 skill seemed to basically be an auto-attack while the #2 skill was a big overhead smash. If I hit 2 it wouldn't actually fire until after I finished the current swing from my "auto-attack" (skill #1). In an effort to figure out why I wasn't smashing I would look at my bar to discover that the #2 ability wasn't on cd so it hadn't fired. I would then hit it again, and again, and again until it fired. Maybe the system is working as intended but I just didn't find it very enjoyable.
That is because you were button mashing. If you button mash certain skills it puts them on queue and will go off after the current skill animation is complete. Certain skill allows you to chain multiple skills but you have to know which skills that allow that.
I fully recognize that I was button-mashing but I think the button-mashing was the effect of the system rather than the cause of the issues I had. I am not a button-masher by nature and I only hit buttons multiple times playing GW2 because I could glance at the skill bar and see that they hadn't blown their cd after I hit them.
i find the game responsive and smooth in a way I would equate to a console action game and not an rpg let alone a mmo. I never was into the wow art style, didn't play so I can't speak toward any comparison there but it sounds a bit grasping for straws envoking responsiveness of the combat or movement. I also play with a controller and the auto attack disabled so my experience may be different to others but I love the way the game plays at it's core mechanics and responsiveness level. I'm sure some are genuinely griping but many are just that person you don't invite to the movies because they like to point out all the unrealistic moments and ruin it for everyone else.
I'd be curious to find out from the people who are getting the feeling of unresponsive combat if they are actively playing another (GCD-based) MMO because when I first played GW2 during BWE1 I hadn't touched another MMO for a few months so I probably lost any muscle memory I had previously playing one. GW2 combat felt very responsive right from the get-go for me, but I wonder if it's just a matter of getting used to it for those who do have an issue.
It's like, of course I'm not going to see the damage numbers and be able to perform a second action until my first action completes!
Actually, in some case you can perform multiple action without waiting for the other action to finish. For example with the elementalist I could use lighting strike at the same time that the character was channelling arc lightning witch is the auto attack without interrupting that attack. As for the area of effect spell usually they have a delay before the effect happen but they do not lock you in animation or prevent you from casting something else right away and you can start casting other spell while the animation of the previous spell is playing itself.
In other case you can perfom an other attack while the first is playing itself but it will cancel the first one. So you basicly never wait for thing to happen before being able to do something else.
Are you positive about that? That wasn't my experience at all. Even though skill #1 was set on auto attack that just means it fires without you having to hit the button, not that it fires in the background. I know for sure while playing guardian that the #1 skill, which is a cycle of three different skills, the cycle would reset back to the first skill in the series if I started using some other skill because it would interrupt the cycle.
For me, as a new player of GW2, the problem came with skills not firing when I pressed them which caused the game to feel unresponsive. I picked up a two-handed hammer on the guardian I was trying and I had this problem a lot. The #1 skill seemed to basically be an auto-attack while the #2 skill was a big overhead smash. If I hit 2 it wouldn't actually fire until after I finished the current swing from my "auto-attack" (skill #1). In an effort to figure out why I wasn't smashing I would look at my bar to discover that the #2 ability wasn't on cd so it hadn't fired. I would then hit it again, and again, and again until it fired. Maybe the system is working as intended but I just didn't find it very enjoyable.
I think what you're experiencing is skill queuing. In GW2 when you press a skill while another one is executing, it goes into a queue and you see a flashing box around it. Once the first skill finishes, the next one in queue starts. However, I did notice there were times when I'd hit a skill while one was in progress and it didn't queue (no flashing box) so I'd have to press it a 2nd time. That sort of thing I'm assuming is a bug because it was inconsistent.
Yeah I think it was the queueing but it was just annoying that I had to wait to execute a timing based major attack until my spammy "auto-attack" completed its animation. There were times when the delay between hitting the key for the big ability and when it actually executed resulted in me missing the target.
There also seemed to be an ability that got interrupted if I moved when it was "casting" but with the queueing system it was very difficult to tell when it was the ability being animated rather than my other abilities. I guess it is probably just something you have to get used to by playing more but it wasn't very intuitive like most games for me.
If I'm not mistaken, you can turn off the auto-attack or even change it to another skill. I believe you just right click on it to toggle it off/on for whatever skill you want (even saw one video where someone turned on auto for their heal, just for grins). Turning it off might feel more natural to you.
I thought the combat was pretty damned decent all around. In fact, I held WoW as the standard for responsiveness and smoothness of gameplay for years and hated myself for it, but there you go.... and GW2 didn't disappoint. I still have some framerate issues due to the lack of optimization of the game (I hope) but that has nothing to do with the way the game plays for the majority of people. The OP has a good point. People want something different but when something different comes along, they complain it's not similar enough to the last thing they liked.
For me, as a new player of GW2, the problem came with skills not firing when I pressed them which caused the game to feel unresponsive. I picked up a two-handed hammer on the guardian I was trying and I had this problem a lot. The #1 skill seemed to basically be an auto-attack while the #2 skill was a big overhead smash. If I hit 2 it wouldn't actually fire until after I finished the current swing from my "auto-attack" (skill #1). In an effort to figure out why I wasn't smashing I would look at my bar to discover that the #2 ability wasn't on cd so it hadn't fired. I would then hit it again, and again, and again until it fired. Maybe the system is working as intended but I just didn't find it very enjoyable.
That is because you were button mashing. If you button mash certain skills it puts them on queue and will go off after the current skill animation is complete. Certain skill allows you to chain multiple skills but you have to know which skills that allow that.
I fully recognize that I was button-mashing but I think the button-mashing was the effect of the system rather than the cause of the issues I had. I am not a button-masher by nature and I only hit buttons multiple times playing GW2 because I could glance at the skill bar and see that they hadn't blown their cd after I hit them.
I might be wrong but the reason why you were buttong mashing is because you probably played a game that had global cold down and never realized you were a button masher until you played gw2. If you are trying to play the game like GoW or DMC, it wont go as well. You have to know when to use your skill at the proper time.
The developers once consider removing skill queuing and the game was far worst without it.
It's like, of course I'm not going to see the damage numbers and be able to perform a second action until my first action completes!
Actually, in some case you can perform multiple action without waiting for the other action to finish. For example with the elementalist I could use lighting strike at the same time that the character was channelling arc lightning witch is the auto attack without interrupting that attack. As for the area of effect spell usually they have a delay before the effect happen but they do not lock you in animation or prevent you from casting something else right away and you can start casting other spell while the animation of the previous spell is playing itself.
In other case you can perfom an other attack while the first is playing itself but it will cancel the first one. So you basicly never wait for thing to happen before being able to do something else.
Are you positive about that? That wasn't my experience at all. Even though skill #1 was set on auto attack that just means it fires without you having to hit the button, not that it fires in the background. I know for sure while playing guardian that the #1 skill, which is a cycle of three different skills, the cycle would reset back to the first skill in the series if I started using some other skill because it would interrupt the cycle.
but i think that it is only with the air attunement that you get that kind of instant skill usage with the elementalist.
Ah yeah, i see what you're talking about. That wasn't my experience at all. I wonder if that's unique to Elementalist or maybe it applies to channeled spells only.
I am a rabid GW2 and I'll easily admit that the CAMERA and MOVEMENT responsiveness could be better. The skill activation itself is perfectly fine, but your character has a delay when changing directions and starting movement from still; in addition, there is is a delay between character rotation and camera rotation, leading people to feel that the game overall is unresponsive when it is not actually the case.
I am a rabid GW2 and I'll easily admit that the CAMERA and MOVEMENT responsiveness could be better. The skill activation itself is perfectly fine, but your character has a delay when changing directions and starting movement from still; in addition, there is is a delay between character rotation and camera rotation, leading people to feel that the game overall is unresponsive when it is not actually the case.
You move straight away and stop straight away, but you see an animation speeding up and slowing down.
Currently playing: GW2 Going cardboard starter kit: Ticket to ride, Pandemic, Carcassonne, Dominion, 7 Wonders
I don't see the issue and the complaint makes zero sense to me.
The fact that there are "quests" in the game where you have to basically instantly block and attack directed at you (with probably 300-500ms of response time required) shows that it is very responsive.
Complaining that a casted ability, or an ability with a travel time is "lack of responsivness" just shows complete ignorance for how the real world works.
If you throw a baseball at someone, it doesn't hit them before it hits ... you have to do the "animation" and let the ball travel towards the targets. If something else gets in the way, it will hit that in its path instead of your target.
Just because games like WoW or whatever are incredibly unrealistic doesn't mean it is a flaw of GW2.
i find the game responsive and smooth in a way I would equate to a console action game and not an rpg let alone a mmo. I never was into the wow art style, didn't play so I can't speak toward any comparison there but it sounds a bit grasping for straws envoking responsiveness of the combat or movement. I also play with a controller and the auto attack disabled so my experience may be different to others but I love the way the game plays at it's core mechanics and responsiveness level. I'm sure some are genuinely griping but many are just that person you don't invite to the movies because they like to point out all the unrealistic moments and ruin it for everyone else.
I'd be curious to find out from the people who are getting the feeling of unresponsive combat if they are actively playing another (GCD-based) MMO because when I first played GW2 during BWE1 I hadn't touched another MMO for a few months so I probably lost any muscle memory I had previously playing one. GW2 combat felt very responsive right from the get-go for me, but I wonder if it's just a matter of getting used to it for those who do have an issue.
Funny you bring this up, I've only been playing TSW before this weekend and TSW has moving in combat, dodge and only a few skills to use at any one time. I think it actually helped me get better at GW2 combat seeing as it is a bit similar. GW2 feels more polished though and combat isn't tedious but fun, unlike TSW where it takes far too long to kill one mob.
I think it was SWTOR that they complained the attacks weren't instant too and were instead based on when the animation finished. Supposedly it was to create a "cinematic effect" for the ability or some shenanigans. People hated it though, as I recall.
I don't see the issue and the complaint makes zero sense to me.
The fact that there are "quests" in the game where you have to basically instantly block and attack directed at you (with probably 300-500ms of response time required) shows that it is very responsive.
Complaining that a casted ability, or an ability with a travel time is "lack of responsivness" just shows complete ignorance for how the real world works.
If you throw a baseball at someone, it doesn't hit them before it hits ... you have to do the "animation" and let the ball travel towards the targets. If something else gets in the way, it will hit that in its path instead of your target.
Just because games like WoW or whatever are incredibly unrealistic doesn't mean it is a flaw of GW2.
I agree. I understand it might not be what people are used if they've been playing a game that's different recently, but to call it "unresponsive" is totally off base. In order for games like WoW to pull off the instant gratification combat feel, they have to make the animations for instant cast skills (especially melee skills) be very short so they somewhat line up with that attack connecting. Whereas with non-GCD combat like GW2 has, they have the luxury of making the animations look and feel like your character is really performing that action (like swinging a big hammer). It does make combat much more "realistic" or believable to me.
I am a rabid GW2 and I'll easily admit that the CAMERA and MOVEMENT responsiveness could be better. The skill activation itself is perfectly fine, but your character has a delay when changing directions and starting movement from still; in addition, there is is a delay between character rotation and camera rotation, leading people to feel that the game overall is unresponsive when it is not actually the case.
I thought that the camera was very slow, than i found the slider to up its speed and it was great. Ended up having no problem with it. The movement responsiveness was great. You have to remember that you have animations for movement as well.
I do think that people will have a problem coming from other MMO's and than playing GW2. As my wife said as she was watching me play God of war 3. "no wonder you have no problems with the combat in GW2, its the same as the God of War games"
When players figure this out i think they will have a much easer time playing. Some might find that they don't like an action style combat system in thier mmo. My wife loves MMO's and i even got her to love PVP (now thats all she does). She loves GW2 but also hates feeling like she has no skill, and that she sucks, and that is what GW2 is doing to her.
I am a rabid GW2 and I'll easily admit that the CAMERA and MOVEMENT responsiveness could be better. The skill activation itself is perfectly fine, but your character has a delay when changing directions and starting movement from still; in addition, there is is a delay between character rotation and camera rotation, leading people to feel that the game overall is unresponsive when it is not actually the case.
I thought that the camera was very slow, than i found the slider to up its speed and it was great. Ended up having no problem with it. The movement responsiveness was great. You have to remember that you have animations for movement as well.
Surely that can't be what all the camera complaints are about, can it? As soon as I got in game, the first thing I did was go through all the options and noticed the slider for camera panning speed, then when I saw how slow it was in game I immediately went back to that option and changed it. I assumed everyone would think to look for an adjustment once they saw how slow the default was.
I am a rabid GW2 and I'll easily admit that the CAMERA and MOVEMENT responsiveness could be better. The skill activation itself is perfectly fine, but your character has a delay when changing directions and starting movement from still; in addition, there is is a delay between character rotation and camera rotation, leading people to feel that the game overall is unresponsive when it is not actually the case.
I thought that the camera was very slow, than i found the slider to up its speed and it was great. Ended up having no problem with it. The movement responsiveness was great. You have to remember that you have animations for movement as well.
Surely that can't be what all the camera complaints are about, can it? As soon as I got in game, the first thing I did was go through all the options and noticed the slider for camera panning speed, then when I saw how slow it was in game I immediately went back to that option and changed it. I assumed everyone would think to look for an adjustment once they saw how slow the default was.
Apparently people decide that complaining on the boards that the game is unresponsive or has terrible controls is preferable to just going into options and fixing their problems.
instant cast means you dont have any chance to dodge it , from my experience you have a chance to dodge any kind of attack(melee, ranged, magic spell)
maybe there are some instanst cast or skills but i dont know wich class (didnt play all the classes)
Not sure if there are instant casts, besides things like switching elemental schools of an elementalist.
But what you're saying is incorrect. Instant cast means that you don't spend any time 'casting', i.e. your character can do an instant cast (theoretically) without slowing down any of his other abilities.
'dont have any chance to dodge it' would be Instant Hit - meaning, no projectile flies over, but instead the effect is directly applied to the enemy. This can happen even with non-instant cast abilities, and such 'no chance to dodge' spells exist - for example the very first skill you get as an elementalist lights foes on fire, without a projectile, and never misses. It still has something like 0.5 cast time, so it is not instant cast, but it is instant-hit (upon finishing casting).
Well, there are 2 skills that I can think of that are basically instant dps.
This one is a similar set-up, I think. From what I understand, you charge this up before you go out to battle, and when you want to use it, boom. Blast him.
I don't think either of these can be dodged. Maybe blocked with a Aegis or something? But as far as I know, they aren't dodge-able.
I think if you happen to be mid dodge when someone uses that skill you will dodge the effect even if the skill itself does not have a projectile travel time.
It's like, of course I'm not going to see the damage numbers and be able to perform a second action until my first action completes!
Actually, in some case you can perform multiple action without waiting for the other action to finish. For example with the elementalist I could use lighting strike at the same time that the character was channelling arc lightning witch is the auto attack without interrupting that attack. As for the area of effect spell usually they have a delay before the effect happen but they do not lock you in animation or prevent you from casting something else right away and you can start casting other spell while the animation of the previous spell is playing itself.
In other case you can perfom an other attack while the first is playing itself but it will cancel the first one. So you basicly never wait for thing to happen before being able to do something else.
Are you positive about that? That wasn't my experience at all. Even though skill #1 was set on auto attack that just means it fires without you having to hit the button, not that it fires in the background. I know for sure while playing guardian that the #1 skill, which is a cycle of three different skills, the cycle would reset back to the first skill in the series if I started using some other skill because it would interrupt the cycle.
but i think that it is only with the air attunement that you get that kind of instant skill usage with the elementalist.
Ah yeah, i see what you're talking about. That wasn't my experience at all. I wonder if that's unique to Elementalist or maybe it applies to channeled spells only.
Any "instant cast" abilities can do this, though they are few and far between. I played mesmer, and they have a skill type called "mantras." Mantras have long cast times, but once activated can be saved for use and are instant cast. So you charge it up, run into battle, and you can pop it whenever you want, even while channeling or using other skills. Mantras and other instant cast skills work similarly to shouts if you've ever played GW1.
Think I prefer GW2 combat because it has me watching the combat and not the numbers or the cooldowns as much or at all. Just like Arena Net said they wanted, more focus on the gameworld and what's happening and less on stats.
Sorry, I had to ask... off topic... Is your Avatar Vigo the Carpathian (with glowly sunglasses) from Ghost busters 2? By the way, that movie was on tv last night...Back to the 80s!
Comments
i find the game responsive and smooth in a way I would equate to a console action game and not an rpg let alone a mmo. I never was into the wow art style, didn't play so I can't speak toward any comparison there but it sounds a bit grasping for straws envoking responsiveness of the combat or movement. I also play with a controller and the auto attack disabled so my experience may be different to others but I love the way the game plays at it's core mechanics and responsiveness level. I'm sure some are genuinely griping but many are just that person you don't invite to the movies because they like to point out all the unrealistic moments and ruin it for everyone else.
That is because you were button mashing. If you button mash certain skills it puts them on queue and will go off after the current skill animation is complete. Certain skill allows you to chain multiple skills but you have to know which skills that allow that.
Yeah I think it was the queueing but it was just annoying that I had to wait to execute a timing based major attack until my spammy "auto-attack" completed its animation. There were times when the delay between hitting the key for the big ability and when it actually executed resulted in me missing the target.
There also seemed to be an ability that got interrupted if I moved when it was "casting" but with the queueing system it was very difficult to tell when it was the ability being animated rather than my other abilities. I guess it is probably just something you have to get used to by playing more but it wasn't very intuitive like most games for me.
I fully recognize that I was button-mashing but I think the button-mashing was the effect of the system rather than the cause of the issues I had. I am not a button-masher by nature and I only hit buttons multiple times playing GW2 because I could glance at the skill bar and see that they hadn't blown their cd after I hit them.
I'd be curious to find out from the people who are getting the feeling of unresponsive combat if they are actively playing another (GCD-based) MMO because when I first played GW2 during BWE1 I hadn't touched another MMO for a few months so I probably lost any muscle memory I had previously playing one. GW2 combat felt very responsive right from the get-go for me, but I wonder if it's just a matter of getting used to it for those who do have an issue.
Here a video that show what i was taling about : http://www.youtube.com/watch?v=vJc0kHUbxgc
but i think that it is only with the air attunement that you get that kind of instant skill usage with the elementalist.
If I'm not mistaken, you can turn off the auto-attack or even change it to another skill. I believe you just right click on it to toggle it off/on for whatever skill you want (even saw one video where someone turned on auto for their heal, just for grins). Turning it off might feel more natural to you.
I thought the combat was pretty damned decent all around. In fact, I held WoW as the standard for responsiveness and smoothness of gameplay for years and hated myself for it, but there you go.... and GW2 didn't disappoint. I still have some framerate issues due to the lack of optimization of the game (I hope) but that has nothing to do with the way the game plays for the majority of people. The OP has a good point. People want something different but when something different comes along, they complain it's not similar enough to the last thing they liked.
I might be wrong but the reason why you were buttong mashing is because you probably played a game that had global cold down and never realized you were a button masher until you played gw2. If you are trying to play the game like GoW or DMC, it wont go as well. You have to know when to use your skill at the proper time.
The developers once consider removing skill queuing and the game was far worst without it.
Ah yeah, i see what you're talking about. That wasn't my experience at all. I wonder if that's unique to Elementalist or maybe it applies to channeled spells only.
I am a rabid GW2 and I'll easily admit that the CAMERA and MOVEMENT responsiveness could be better. The skill activation itself is perfectly fine, but your character has a delay when changing directions and starting movement from still; in addition, there is is a delay between character rotation and camera rotation, leading people to feel that the game overall is unresponsive when it is not actually the case.
You move straight away and stop straight away, but you see an animation speeding up and slowing down.
Currently playing: GW2
Going cardboard starter kit: Ticket to ride, Pandemic, Carcassonne, Dominion, 7 Wonders
I don't see the issue and the complaint makes zero sense to me.
The fact that there are "quests" in the game where you have to basically instantly block and attack directed at you (with probably 300-500ms of response time required) shows that it is very responsive.
Complaining that a casted ability, or an ability with a travel time is "lack of responsivness" just shows complete ignorance for how the real world works.
If you throw a baseball at someone, it doesn't hit them before it hits ... you have to do the "animation" and let the ball travel towards the targets. If something else gets in the way, it will hit that in its path instead of your target.
Just because games like WoW or whatever are incredibly unrealistic doesn't mean it is a flaw of GW2.
Funny you bring this up, I've only been playing TSW before this weekend and TSW has moving in combat, dodge and only a few skills to use at any one time. I think it actually helped me get better at GW2 combat seeing as it is a bit similar. GW2 feels more polished though and combat isn't tedious but fun, unlike TSW where it takes far too long to kill one mob.
I think it was SWTOR that they complained the attacks weren't instant too and were instead based on when the animation finished. Supposedly it was to create a "cinematic effect" for the ability or some shenanigans. People hated it though, as I recall.
I agree. I understand it might not be what people are used if they've been playing a game that's different recently, but to call it "unresponsive" is totally off base. In order for games like WoW to pull off the instant gratification combat feel, they have to make the animations for instant cast skills (especially melee skills) be very short so they somewhat line up with that attack connecting. Whereas with non-GCD combat like GW2 has, they have the luxury of making the animations look and feel like your character is really performing that action (like swinging a big hammer). It does make combat much more "realistic" or believable to me.
I thought that the camera was very slow, than i found the slider to up its speed and it was great. Ended up having no problem with it. The movement responsiveness was great. You have to remember that you have animations for movement as well.
I do think that people will have a problem coming from other MMO's and than playing GW2. As my wife said as she was watching me play God of war 3. "no wonder you have no problems with the combat in GW2, its the same as the God of War games"
When players figure this out i think they will have a much easer time playing. Some might find that they don't like an action style combat system in thier mmo. My wife loves MMO's and i even got her to love PVP (now thats all she does). She loves GW2 but also hates feeling like she has no skill, and that she sucks, and that is what GW2 is doing to her.
There were times that I thought the combat was unresponsive.
Then I realized that I was swinging my sword when my opponents were out of range.
True story.
Since when is Tuesday a direction?
Surely that can't be what all the camera complaints are about, can it? As soon as I got in game, the first thing I did was go through all the options and noticed the slider for camera panning speed, then when I saw how slow it was in game I immediately went back to that option and changed it. I assumed everyone would think to look for an adjustment once they saw how slow the default was.
Apparently people decide that complaining on the boards that the game is unresponsive or has terrible controls is preferable to just going into options and fixing their problems.
Are you team Azeroth, team Tyria, or team Jacob?
I think if you happen to be mid dodge when someone uses that skill you will dodge the effect even if the skill itself does not have a projectile travel time.
Any "instant cast" abilities can do this, though they are few and far between. I played mesmer, and they have a skill type called "mantras." Mantras have long cast times, but once activated can be saved for use and are instant cast. So you charge it up, run into battle, and you can pop it whenever you want, even while channeling or using other skills. Mantras and other instant cast skills work similarly to shouts if you've ever played GW1.
Sorry, I had to ask... off topic... Is your Avatar Vigo the Carpathian (with glowly sunglasses) from Ghost busters 2? By the way, that movie was on tv last night...Back to the 80s!
Can we please close this thread, there is no such thing as unresponsive combat in GW2.
There is lagging however which is very situational and a different story.
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)