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When are rev teleports getting fixed?


Noz.4650

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Speaking from a PvP perspective, Phase Traversal and Deathstrike are gamebreakingly buggy. It's often complete luck if it lets you go through a wall or not, even when it should. On Kyhlo for example, if you teleport from the mid point to someone on the rafters, sometimes you'll teleport outside BELOW the rafters. And forget about teleporting from outside the mid point to someone mid, it'll almost never let you and you'll end up just bumping into the wall. When is this stuff getting fixed? Rev is already low tier in PvP, the teleports NEED to get fixed already.

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@eksn.7264 said:Speaking from a PvP perspective, Phase Traversal and Deathstrike are gamebreakingly buggy. It's often complete luck if it lets you go through a wall or not, even when it should. On Kyhlo for example, if you teleport from the mid point to someone on the rafters, sometimes you'll teleport outside BELOW the rafters. And forget about teleporting from outside the mid point to someone mid, it'll almost never let you and you'll end up just bumping into the wall. When is this stuff getting fixed? Rev is already low tier in PvP, the teleports NEED to get fixed already.

It has nothing to do with luck and everything to do with pathing...

There has to be pathing to the target where you could have technically walked to them without jumping, even in a round about way. The second your target is on a wall or something that requires a jump to get onto, you can no longer teleport to them... This goes for all non-ground-target-based teleports in the game, which is why you see so many people jump on top of mine carts or similar objects when they know a thief is coming, it prevents them from opening with steal. Or why in WvW you can't phase traversal onto somebody on a tower wall from the ground outside--but you CAN from the inside or as soon as a wall or door gets taken down, because then you have pathing.

The problem is, how do you know if you have pathing--especially on something like the middle tower of Khylo, which has so many safe-spots? Sadly, just practice and knowing the map really well.

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@narcx.3570 said:

@eksn.7264 said:Speaking from a PvP perspective, Phase Traversal and Deathstrike are gamebreakingly buggy. It's often complete luck if it lets you go through a wall or not, even when it should. On Kyhlo for example, if you teleport from the mid point to someone on the rafters, sometimes you'll teleport outside BELOW the rafters. And forget about teleporting from outside the mid point to someone mid, it'll almost never let you and you'll end up just bumping into the wall. When is this stuff getting fixed? Rev is already low tier in PvP, the teleports NEED to get fixed already.

It has nothing to do with luck and everything to do with pathing...

There has to be pathing to the target where you could have technically walked to them without jumping, even in a round about way. The second your target is on a wall or something that requires a jump to get onto, you can no longer teleport to them... This goes for all non-ground-target-based teleports in the game, which is why you see so many people jump on top of mine carts or similar objects when they know a thief is coming, it prevents them from opening with steal. Or why in WvW you can't phase traversal onto somebody on a tower wall from the ground outside--but you CAN from the inside or as soon as a wall or door gets taken down, because then you have pathing.

The problem is, how do you know if you have pathing--especially on something like the middle tower of Khylo, which has so many safe-spots? Sadly, just practice and knowing the map really well.

I know all of this, sorry if luck wasn't the right word I was looking for. Knowing the map tp spots help but not always. The main issue is, other teleport skills don't get expended if there's no path to target, why should rev be punished for it? Infil strike, Steal, etc almost always work just fine from outside clocktower and if there's no path they just don't go off. If there's no path after channeling rev ports, the skills should also not go off. It happens very often that you'll get ported at the base of a wall while a thief instant cast port would've clearly worked in the same situation.

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@eksn.7264 said:

@eksn.7264 said:Speaking from a PvP perspective, Phase Traversal and Deathstrike are gamebreakingly buggy. It's often complete luck if it lets you go through a wall or not, even when it should. On Kyhlo for example, if you teleport from the mid point to someone on the rafters, sometimes you'll teleport outside BELOW the rafters. And forget about teleporting from outside the mid point to someone mid, it'll almost never let you and you'll end up just bumping into the wall. When is this stuff getting fixed? Rev is already low tier in PvP, the teleports NEED to get fixed already.

It has nothing to do with luck and everything to do with pathing...

There has to be pathing to the target where you could have technically walked to them without jumping, even in a round about way. The second your target is on a wall or something that requires a jump to get onto, you can no longer teleport to them... This goes for all non-ground-target-based teleports in the game, which is why you see so many people jump on top of mine carts or similar objects when they know a thief is coming, it prevents them from opening with steal. Or why in WvW you can't phase traversal onto somebody on a tower wall from the ground outside--but you CAN from the inside or as soon as a wall or door gets taken down, because then you have pathing.

The problem is, how do you know if you have pathing--especially on something like the middle tower of Khylo, which has so many safe-spots? Sadly, just practice and knowing the map really well.

I know all of this, sorry if luck wasn't the right word I was looking for. Knowing the map tp spots help but not always. The main issue is, other teleport skills don't get expended if there's no path to target, why should rev be punished for it? Infil strike, Steal, etc almost always work just fine from outside clocktower and if there's no path they just don't go off. If there's no path after channeling rev ports, the skills should also not go off. It happens very often that you'll get ported at the base of a wall while a thief instant cast port would've clearly worked in the same situation.

They actually did fix this a few patches ago, but it absolutely ruined rev's roaming/+1 game and we all furiously demanded that they change it back...

The fact that ours can still cast lets us use it as a movement skill by casting it on out of range targets... Currently, we're the only class that can do this and while yes, you can end up wasting casts/energy and looking quite foolish slamming into wall instead of appearing on top of it, you can also use it to chase down literally any other class or beat anyone to a fight/empty node (except for mesmers making good use portal.)

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Yep that's a very valid point, but rev is far from the only class that can do this. What about Infiltrator's Strike, Infiltrator's Signet, Polaric Leap, Judge's Intervention? All of them also work out of range but they don't go off if there's no pathing, and surely don't put you in unexpected positions.

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@eksn.7264 said:Yep that's a very valid point, but rev is far from the only class that can do this. What about Infiltrator's Strike, Infiltrator's Signet, Polaric Leap, Judge's Intervention? All of them also work out of range but they don't go off if there's no pathing, and surely don't put you in unexpected positions.

Judge's Intervention just flashes you in place if used this way...

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@onemillionLIs.3184 said:

@eksn.7264 said:Yep that's a very valid point, but rev is far from the only class that can do this. What about Infiltrator's Strike, Infiltrator's Signet, Polaric Leap, Judge's Intervention? All of them also work out of range but they don't go off if there's no pathing, and surely don't put you in unexpected positions.

Judge's Intervention just flashes you in place if used this way...

Maybe when you use it for stun-breaking, or without a target, or potentially some very odd situations, but in my experience (and I just tested it right now to be sure) when you try to JI to a target via an invalid path it does not activate at all and just says no valid path to target, the cooldown stays intact and you can spam it until a valid path is found. On the other hand deathstrike and phase traversal will always consume energy and go on cooldown if you try to use them with no valid path.

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@onemillionLIs.3184 said:

@eksn.7264 said:Yep that's a very valid point, but rev is far from the only class that can do this. What about Infiltrator's Strike, Infiltrator's Signet, Polaric Leap, Judge's Intervention? All of them also work out of range but they don't go off if there's no pathing, and surely don't put you in unexpected positions.

Judge's Intervention just flashes you in place if used this way...

It was patched:

March 16, 2015: This skill will no longer activate if a valid path to the target cannot be found, except when acting as a stun break.

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@eksn.7264 said:

@eksn.7264 said:Yep that's a very valid point, but rev is far from the only class that can do this. What about Infiltrator's Strike, Infiltrator's Signet, Polaric Leap, Judge's Intervention? All of them also work out of range but they don't go off if there's no pathing, and surely don't put you in unexpected positions.

Judge's Intervention just flashes you in place if used this way...

It was patched:

March 16, 2015: This skill will no longer activate if a valid path to the target cannot be found, except when acting as a stun break.

^we just need this for Rev. Would be a nice QOL change

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@LucianTheAngelic.7054 said:

@eksn.7264 said:Yep that's a very valid point, but rev is far from the only class that can do this. What about Infiltrator's Strike, Infiltrator's Signet, Polaric Leap, Judge's Intervention? All of them also work out of range but they don't go off if there's no pathing, and surely don't put you in unexpected positions.

Judge's Intervention just flashes you in place if used this way...

It was patched:

March 16, 2015: This skill will no longer activate if a valid path to the target cannot be found, except when acting as a stun break.

^we just need this for Rev. Would be a nice QOL change

It's a start but again part of the problem is that the port will often not work when any other shadowstep skill would've in the same situation. One super clear example is the common port spot on Coliseum to hop over the wall. You can SEE the other guy just walking on flat floor where literally every other shadowstep would've worked fine, but rev shadowsteps won't work in that spot.

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IIRC, the reason why this skill is so buggy is that short "bull's charge" animation. This makes Phase Traversal, a movement skill and a port. Even if you use the skill within port range, you are not in the same position as when you activate it due to that weird animation. Some ports do a range check before you can cast it like Steal while others allow you to port x distance closer like Infiltrator's Signet, Infiltrator's Strike, etc. The thing that all these ports have in common is they are instant casts which makes them reliable. Unrelenting Assault is also a port but it fails, goes on full cooldown, and spends energy when it goes out of range at the end of the cast. They could give us the instant cast Soulbeast version but I digress.

Back to Phase Traversal. Having a cast time, movement skill, and port is likely the reason why it's buggy. It's already been nerfed with longer cooldown and greater energy cost. Giving it an instant cast would be a dream. Imagine the combos you can chain with that. As far as balance, I'd like them to keep the cast time but remove that wind-up. Let's face it, it's only for aesthetics and if that's the reason why the skill is so buggy, just remove it.

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