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  1. #1
    Player
    Zyme's Avatar
    Join Date
    Sep 2013
    Posts
    3
    Character
    Nikaja Nimos
    World
    Shiva
    Main Class
    Leatherworker Lv 41

    Monk Animationa and Movement

    Am I the only one who is totally annoyed by the thing that monks cannot hit while moving? For me this is a really huge issue and is drastically reducing the fun in monk gameplay.

    I don't know if this is true for other melee classes but monk styles have a casttime of 1 to 2 seconds (the damage is dealt after the animation has finished) and if you move more than some feets while the animation is active, it gets interrupted.

    Meaning you have to
    run after mobs until you are in melee range
    hit (and at least stay 0.5 to 1 second hitting into the blue)
    run after the mob again until you are in melee range.

    Really noone else is experiencing this issue? What is the reason to play a melee class if it is more like being programmed as a low range caster class?
    (0)

  2. #2
    Player
    Stormsoul's Avatar
    Join Date
    Aug 2013
    Posts
    103
    Character
    Still Sparrow
    World
    Midgardsormr
    Main Class
    Samurai Lv 70
    that's just a melee thing in general. it ABSOLUTELY needs to be fixed, especially before PvP launches. if this particular issue is still happening in 2.1 it's going to be retarded. melee need more range to prevent this or hitzones need to be larger.
    (1)

  3. #3
    Player
    Zyme's Avatar
    Join Date
    Sep 2013
    Posts
    3
    Character
    Nikaja Nimos
    World
    Shiva
    Main Class
    Leatherworker Lv 41
    A smaller thing that is based on the same problem is that you can't use your "instants" while a fight animation is active, which means you have to use your "instants" like +critchance or +dodge at 2/3 completion of your old GCD to not lose damage.

    If you use your instants at the moment your GCD is ready to use you lose the "casttime" of the "instant" and cannot hit while the "instant's" animation is active (roughly 0.5sec).

    To solve both problems they should just get rid of fighting animations being at highest priority and let animations "overlap".
    (0)

  4. #4
    Player
    Daays's Avatar
    Join Date
    Aug 2013
    Posts
    7
    Character
    Daays Ofourlives
    World
    Gilgamesh
    Main Class
    Pugilist Lv 50
    Has nothing to do with animations and everything to do with a 2x check system.

    You use an ability, it checks if you're in range, does the animation, then checks AGAIN at the end of that animation.

    It should only have one check, at the start, and doesn't matter if the mob moves away and you're in animation.

    Right now, their way makes melee combat feel unresponsive.
    (1)

  5. #5
    Player
    Zyme's Avatar
    Join Date
    Sep 2013
    Posts
    3
    Character
    Nikaja Nimos
    World
    Shiva
    Main Class
    Leatherworker Lv 41
    Quote Originally Posted by Daays View Post
    Has nothing to do with animations and everything to do with a 2x check system.

    You use an ability, it checks if you're in range, does the animation, then checks AGAIN at the end of that animation.

    It should only have one check, at the start, and doesn't matter if the mob moves away and you're in animation.

    Right now, their way makes melee combat feel unresponsive.
    It can't be the way you say it is because you do land hits on target that are definitely not in range at the end of the animation.

    I don't know exactly how the system works, but there is only one real range check at the beginning. And it seems to be way more complicated in group fights when mobs are running after someone else.

    But no matter how this system really works, fact is: It works totally wrong and is super annoying in group fights.
    (0)

  6. #6
    Player
    Glyini's Avatar
    Join Date
    Sep 2013
    Posts
    13
    Character
    Melena Cait
    World
    Excalibur
    Main Class
    Lancer Lv 50
    Its that .3 second update time on movement. Client sees in your in range and starts the animation. Server updates movement and says nope your not in range and your attack does not go though. They really need to update movement more often
    (2)

  7. #7
    Player
    Pomelo's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,518
    Character
    Pomelo Elmbrook
    World
    Odin
    Main Class
    Astrologian Lv 90
    With the way Monk's need to move from back to side...this really needs to be fixed, if it just resorts to autoattacks on the move.
    (0)

  8. #8
    Player
    JokingCat's Avatar
    Join Date
    Sep 2013
    Posts
    85
    Character
    Asura Strike
    World
    Cerberus
    Main Class
    Pugilist Lv 50
    if you hit the moving target the animation should land no matter if the target moves away. needs to be fixed
    (0)

  9. #9
    Player
    Imoye's Avatar
    Join Date
    Sep 2013
    Posts
    285
    Character
    Onywen Fraelia
    World
    Ragnarok
    Main Class
    Arcanist Lv 90
    Should jus revamp the entire combat system for all classes. This game has the worst combat by far of any modern MMO imo.
    (0)