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[SW] Steady Aim bug?

Posted: Sat Aug 29, 2020 4:16 pm
by ceramicartist
While working on a Target Dummy, I noticed while having Steady Aim on, all of my melee abilities would not go off if my character was moving. Why is this happening? Because your melee abilities are now casting abilities due to Steady Aim. Melee abilities will go off after a full 1 second cast if you stand still. So for the real question...

Is Steady Aim only meant for Scout and Skirmish stance, or are Assault SW expected to stand still while using melee "cast" abilities? If this behavior is not intended for melee abilities(IE: melee abilities should build up even while moving), can we have this marked for a possible patch later down the road?

Thank you.
-Suboneminus

Re: [SW] Steady Aim bug?

Posted: Sat Aug 29, 2020 4:20 pm
by ceramicartist
I shouldn't say bug, but rather just, is it working as intended?

Re: [SW] Steady Aim bug?

Posted: Sat Aug 29, 2020 10:22 pm
by Akalukz
absolutely trash for aSW

Re: [SW] Steady Aim bug?

Posted: Sun Aug 30, 2020 8:09 am
by anarchypark
melee skills able to moving shot seems reasonable. try bugtracker.

Re: [SW] Steady Aim bug?

Posted: Thu Sep 10, 2020 8:16 pm
by HammerGuy
Akalukz wrote: Sat Aug 29, 2020 10:22 pm absolutely trash for aSW
It's a terrible ability for any SW. All abilities taking an extra second for just a chance to critically hit? That's terribad.

Re: [SW] Steady Aim bug?

Posted: Sat Sep 19, 2020 2:40 am
by ceramicartist
HammerGuy wrote: Thu Sep 10, 2020 8:16 pm
It's a terrible ability for any SW. All abilities taking an extra second for just a chance to critically hit? That's terribad.
Tooltip is wrong. Steady Aim gives you increased damage at the cost of 1 second longer casts on all damaging abilities. Problem is, that 1 additional second completely breaks SW gameplay for a very, very small increase in damage. That's if your target isn't dodging your 2-4 second abilities. Each second you add per cast just gives your enemy or a healer that much more time to keep that target alive.

Re: [SW] Steady Aim bug?

Posted: Sat Sep 19, 2020 4:03 am
by anarchypark
ceramicartist wrote: Sat Sep 19, 2020 2:40 am
HammerGuy wrote: Thu Sep 10, 2020 8:16 pm
It's a terrible ability for any SW. All abilities taking an extra second for just a chance to critically hit? That's terribad.
Tooltip is wrong. Steady Aim gives you increased damage at the cost of 1 second longer casts on all damaging abilities. Problem is, that 1 additional second completely breaks SW gameplay for a very, very small increase in damage. That's if your target isn't dodging your 2-4 second abilities. Each second you add per cast just gives your enemy or a healer that much more time to keep that target alive.

VoN fester is undefendable.
WW reduce fester to 0 cd.
focused mind negate steady aim delay.
3 undefendable fester arrow with dmg buff in 10 sec.
glass arrow on top of it.
+-10k in 10s for every 1m
in theory but seems not impossible neither.

Re: [SW] Steady Aim bug?

Posted: Fri Sep 25, 2020 3:09 am
by ceramicartist
anarchypark wrote: Sat Sep 19, 2020 4:03 am
VoN fester is undefendable.
WW reduce fester to 0 cd.
focused mind negate steady aim delay.
3 undefendable fester arrow with dmg buff in 10 sec.
glass arrow on top of it.
+-10k in 10s for every 1m
in theory but seems not impossible neither.
Seduce a SM for a 1 minute gimmick. Got it!

And the damage would be more like +-3K to -+9K. You're also still going to be very unlikely to kill your target like that.

Re: [SW] Steady Aim bug?

Posted: Mon Sep 28, 2020 8:10 pm
by betta34
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