This is really getting ridiculous, was fighting a Wind me
My Opponent is using (1) Sage Naruto (2) Gaara (3) Killer Bee (4) Wind Main.
As you can see my team is all about interrupting and stopping mysteries and killing them by poison. At round 1 gaara poped his barrier mystery so I stopped it with Swim Suit ino's chaos.
So basically the only weapon I have in round 2 is Kushina's interrupt, So at round 2 I ate Sage Naruto's Rasen Shuriken, I knew that this wind main will pop her impetus at any time so I got her "Selected" and my finger is ready to click the hotkey and I never moved my attention to anything! I was looking at that Windmain the whole round 2 waiting for her to pop that impetus. Then out of nowhere she poped it but I DIDNT SEE THE ANIMATION ABOVE HER HEAD! SHE JUST TWERKED WITHOUT EVEN MOVING HER BEHIND.
So In short my interrupt was late then I got wrecked the later rounds.
so they outplayed you?
it is significnatly harder to interrupt then cast a well timed jutsu, do not rely so much on the visual appearance
then how are you suppose to interrupt it then? you just cast your interrupt without thinking is that what u mean? like just impulsively cast it? Mate I've been doing arena heaps of times and also reached 6 paths and I never seen this kind of sorcery before. As I said my line up is all about interrupting and it never failed me this not my only complaint I also have issues with my iruka at position one trying to interrupt the enemies position 4, The timing is perfect, you see the animation queue above the head of the ninja and used the interrupt then wonder how did that enemies ninja at position 4 didnt get interrupted?
maybe they waited till just before winds turn and cast it right then? people who use hashirama often do something similar(yes he is not prompt) if they dont want to be interrupt.
That seems a logical explanation, so when its ninjas your turn, if you cast your mystery it will not show any queue animations above the head of the ninja? There should be at least a few mili seconds to show that she queued that skill to make it balanced.
you mean, skills like immune to interruption? are you saying that I dont know those things?
a perfectly timed mystery wont show the icon, you do this by waiting to the very point that an animation is about to end to que your mystery so it instantly casts the second you do it, this means that interrupts have low chance to occur
if you know what your enemys strategy is you just have to outthink them and know when and why they want to cast that jutsu, theres a perfect and ideal time to cast, always
it was server lag plain and simple, some of the animation got skipped notice how sometimes in gnw or team instance the game just freezes and skips some mystery animations that is because of lag and loading issues, this is not a really high quality game and this happens often.
you mean, skills like immune to interruption? are you saying that I dont know those things?
No, no, i am talking about every skill, also non prompt ones (even if these are more limited). Manual Interruption purpose currently is meant only to break a mystery that's at the bottom of a queue, not a mystery that is at the top of the queue (aka using two or more mysteries at the same time and trying to interrupt the 2nd or 3rd). Right now you can manually interrupt a mystery that's at the top of the queue only if the enemy uses it as soon as possible before a standard attack action and you don't lag or if you aren't watching a long combo or animation. If the enemy uses the mystery a fraction of second before the set by server time for a standard attack you can interrupt it only if you were on auto mode during that specific frame of time, thing almost impossible to do if not by trying to guess before which standard attack he will use it, otherwise the automode will just use the mystery by selecting the lowest hp enemy.
The mysteries with interruption immunity just won't get removed by the queue even if you are able to interrupt them.
Edit: I'll try to be clearer so you may bettee understand how it works. The battle feature have by the server set timings for standard attacks. So that if you are at 1x speed the fastest 1st prompt move ninja standard attack moves 3 seconds after all the buffs and clones are displayed, then after 3 more seconds moves the slowest first prompt move ninja, then after 3 more seconds move the fastest 2nd prompt move ninja and so on until the round is over.
These timings are fully managed by the server and do not get modified in any way by your actions (client side).
When you manually use a mystery the client sends an input to the server and the server shows the mystery before the following standard action it calculated. Lets say your enemy uses a mystery after the fastest first prompt move ninja moved and you don't lag much. The server let the mystery resolve very likely 1 second after the moment it gets the input and put it before or after the following standard attack depending on the calculations it does for when the following standard attack had to resolve. Lets say the enemy uses it 1 second after the previous standard attack. What happens at that point is that the mystery icon have just 2 seconds to appear on your client side because regardless what you do the following standard attack will be used after these two seconds and you can interrupt a mystery only before it resolves. In this case the mystery icon pops up on your enemy ninja head and you have 1 second to use your own to stop it and if you are ready to do it you are able to let the server understand you want your mystery to be placed in the queue with your enemy's one and if you own initiative your one moves first and the interruption is successful.
But what happens if your enemy doesn't use his mystery after 1 second, but after 1.5 seconds? That the server register it to resolve 0.5 seconds before the slowest first prompt move standard attack and just gives you 0.5 seconds to reply. So when you see the mystery icon popping up you use your mystery, but the server thinks you want to use it after the slowest 1st prompt move standard attack action and not before, because it registers your mystery to resolve 1 second after, so 0.5 seconds after the standard attack (just want to add that if the enemy is able to use a mystery even closer to the standard attack you don't even see at all the mystery icon popping up).
That's how it works currently. I just used time frames you can understand so that you can get the grasp of it, the real timings aren't exactly the 3 and 1 second i talked about in the previous example.
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