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[ Help ] Are interrupts useful?

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  • Registered: 2017-07-24
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On 2018-01-01 03:03:59Show this Author OnlyDescending Order
1# Go To

Here is what I am experiencing, can anyone offer advice to make interrupts more useful?

Does anyone successfully use interrupts regularly? I've been trying a team with two interrupts, just regular interrupts without control, but it seems they only work about a third of the time. If an opponent activates their mystery before a round starts and I have the higher initiative and positioning then they will usually (but not always) work as advertised. However under any other cir*stances it becomes more complicated. Even non-prompt mysteries such as gaara's barrier skill sometimes cast without any visible sign so I can not interrupt them without guesswork. Furthermore it seems that when responding to a prompt mystery it is often too late. Serverside the skill has already launched, any player that saves their mysteries for after the first standard attack is effectively uninterruptible. Against lightning main it seems to happen even if they activate lightning armor before combat begins, I wait until they have the visible aura of casting to target them for an interrupt but they still finish casting before the interrupt launches. For more purposes I've resorted to trying to anticipate what skills the opponent will use and using my interrupt ahead of time. This issue seems to happen most frequently with lm, fourth ay, gaara, and sakura. When testing it against members of my group my first position kakuzu with 5500 initiative routinely fails to interrupt their third position 2500 initiative light main's lightning armor if I wait for visible indication that they are casting. However if we both activate it the moment the keys become available it will interrupt normally.

I'm writing this under the assumption that I am failing to understand the nature of the game mechanic rather than it being a bug. So if anyone has experience making interrupts work reliably I would greatly appreciate advice.





This post was last edited by Perona56 on 2018-01-01 03:03:59.
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On 2018-01-01 05:18:07Show this Author Only
2#

Interruptions stops the casting of the mysteries, unless said otherwise (like nagato, mifune etc) or under specific effects (i.e. bee's Yo).


The problem you are speaking about is something known and that is influencing also CN servers (there was a betatesting in CN to try out a new system that could work around this problem, but i don't personally know if it's still wip or abandoned).

  • Registered: 2017-07-24
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On 2018-01-01 05:28:35Show this Author Only
3#

This has been troubling me too since I started playing!

Sometimes the game allows you 2-3 seconds to think before the opponent casts his skill, but other times even a ninja in 4th position might cast it faster than your #1 ninja!

Unfortunately no one bothered giving an explanation so far, so we try to play the guessing game and hope for the best!

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On 2018-01-01 05:42:32Show this Author Only
4#

using direct interruptions is hard, the person casting the jutsu has an easier time then the one trying to interrupt, its better to interrupt via control, and much much easier

  • Registered: 2017-07-24
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On 2018-01-01 08:01:13Show this Author Only
5#

I've had this same problem. I have a sneaking su*ion it stems from the whole "que" system.

If you notice, sometimes if you used a prompt mystery a bit later than expected - your ninjas will standard attack or even enemy will standard attack. Such as, I let enemy Roshi go first, then I use my Roshi directly afterwards, however my Roshi and enemy Roshi both do a standard attack before the system acknowledges my roshi's mystery. So So the system views it as like a queued system:
1. Enemy Roshi does mystery

(Then you hit mystery)

2. Enemy Roshi does Standard
3. Ally Roshi does standard.

4. Ally Roshi does mystery

This is both bad and good at the same time, it is easily abuse able, as I do all the time. The moment a mystery goes off, all the chase combos are already basically being applied. So if an Enemy Roshi targets my Roshi to try and cancel my Roshi mystery, but I wait until mid chase combo to use the mystery, the system does not recognize it as being interrupted as it wasn't being cast when the first hit in the chase combo was applied.


I feel like this is where the issue with interrupt people stems from and why it appears that position 4 people almost instantly use their mystery even faster than a position 1 (When trying to interrupt that is, by no means will a position 4 ever go before a position if both used prompts at the same time)

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On 2018-01-01 09:01:06Show this Author Only
6#

You are able to interrupt somebody, basically, only if you don't lag and also if he doesn't lag, it's enough that one among you two lags, even less tha 500 ms, to make, with the correct timing, a mystery impossible to be interrupted, unless you had the luck to be on auto exactly when the enemy chooses to move (but also going on auto is subject to lag and is very risky).





This post was last edited by Garv on 2018-01-01 09:01:31.
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On 2018-01-01 09:22:10Show this Author Only
7#

Thank you for the replies but it basically just confirms my fears.

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On 2018-01-01 11:46:54Show this Author Only
8#

From what I read on the forum months ago, apparently the chases make the battle go out of sync in a sense of the game server side is faster than the one client side,

They should have a thing in place that forces a mystery to wait 3-5 seconds before casting at all times so someone has the chance to interrupt. (Preferably on the lower side)

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On 2018-01-02 04:46:07Show this Author Only
9#

How would they even fix something like that? If the server could only go as fast as the slowest client every interaction would be perceived as lag.

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On 2018-01-02 06:47:29Show this Author Only
10#
  • Perona56 On 2018-01-02 04:46:07
  • How would they even fix something like that? If the server could only go as fast as the slowest client every interaction would be perceived as lag.

4 3 2 1 - 1 2 3 4

So each number has their own turn, 1 - 1 roughly go at the same time with the obvious exception to the rule being initiative, then 2 - 2 go, so on & so fourth.
Both sides take turns in that order regardless of where the ninjas are placed, if you have an interrupt in slot 2, you can never land your interrupt on slot 1 that's just the basics of how the mechanics work. Slot 2 can interrupt slot 2 & below, but if slot 2 uses his mystery exactly on his turn, he will go- regardless of initiative & this goes for all numbers below, slot 2 interrupt can't actually interrupt anyone if they use their mystery on their own turn, a perfect way to replicate this & notice it, is with Mei- on Mei's turn she uses her fog to poison, if you use her mystery precisely during this fog she will proceed to use her Mystery & you can't stop it.

To fix it, you'd have to implement some sort of delay & check factor during the point a mystery is used- so the entire board would stop for a split second allowing time for the game to pick up an enemy interrupt.

I could be wrong, but since starting this game all I've done is Arena because it's like the only thing to do & this is basically what I've noticed.





This post was last edited by DigitalRelease on 2018-01-02 06:47:37.
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On 2018-01-02 09:39:34Show this Author Only
11#
  • DigitalRelease On 2018-01-02 06:47:29
  • 4 3 2 1 - 1 2 3 4

    So each number has their own turn, 1 - 1 roughly go at the same time with the obvious exception to the rule being initiative, then 2 - 2 go, so on & so fourth.
    Both sides take turns in that order regardless of where the ninjas are placed, if you have an interrupt in slot 2, you can never land your interrupt on slot 1 that's just the basics of how the mechanics work. Slot 2 can interrupt slot 2 & below, but if slot 2 uses his mystery exactly on his turn, he will go- regardless of initiative & this goes for all numbers below, slot 2 interrupt can't actually interrupt anyone if they use their mystery on their own turn, a perfect way to replicate this & notice it, is with Mei- on Mei's turn she uses her fog to poison, if you use her mystery precisely during this fog she will proceed to use her Mystery & you can't stop it.

    To fix it, you'd have to implement some sort of delay & check factor during the point a mystery is used- so the entire board would stop for a split second allowing time for the game to pick up an enemy interrupt.

    I could be wrong, but since starting this game all I've done is Arena because it's like the only thing to do & this is basically what I've noticed.


the issue is that standard attacks landing time server side is preset and don't get any delay when you select a mystery, so if you are able to use a mystery very close to the moment the following standard attack gets to land the mystery is more or less uninterruptable unless your enemy is on auto in the same exact frame of time (so if he clicked on auto during the previous standard attack action).

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On 2018-01-03 01:04:37Show this Author Only
12#
  • Garv On 2018-01-02 09:39:34
  • the issue is that standard attacks landing time server side is preset and don't get any delay when you select a mystery, so if you are able to use a mystery very close to the moment the following standard attack gets to land the mystery is more or less uninterruptable unless your enemy is on auto in the same exact frame of time (so if he clicked on auto during the previous standard attack action).

Yea, that's what I was saying as a potential fix, there should be a delay added into the position before a Mystery right when a mystery is being used, so that if someone decides to use that mystery when their round(attack) is queued, it'll add a "Pause" and then it should give enough time to pick up on wither the enemy has used an interrupt or not.
Now obviously I don't know the ins & outs of the system, this just seems like a logical fix- but it may not be as easy as it appears as we don't know much more than what we can see during a battle.

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On 2018-01-03 18:52:41Show this Author Only
13#

If you drop it on "auto battle" as soon as you think someone is about to cast a jutsu but don't know who, the "auto battle" will automatically go for them, regarding non promp jutsu, just try to parry it when they would normally auto attack, if they trow it they will be interrupted if they don't then they miss out on their jutsu for one turn.

  • Registered: 2017-07-24
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On 2018-01-09 01:21:47Show this Author Only
14#

It is so bad today that I can't even interrupt sarutobi's instant kill during the SA. It shows one of my party as deceased in the action bar before the combos are even finished.


I haven't had any luck whatsoever with the auto battle suggestion. Whenever I activate auto battle it simply uses interrupts immediately against a random target.

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On 2018-01-09 03:44:30Show this Author Only
15#

Playing around interrupt aren't exactly all sunshine and daisies. Due to the delay problem caused by chase chains, if you wait too long you might end up unable to cast, or worse, screw up your next round's action due to the cast attempt.

There are potential solutions, but it either gets really complicated from both a programming and usage perspective or would cause significant delays in battle, which is simply not viable if you consider GNW--We are not the most populous server and yet we have experienced time outs. A delay before every mystery will see every GNW battle of more than 2 squads on each side end up in time out.


I have proposed a rather complicated automatic response casting queue before but... that's just complicated.


On a side note, due to the popularity of immunity ninja like Roshi, as well as a number of mass cleanse ninjas, now CC frequently work like interrupts, because the CC aren't going to *. So this is really becoming more and more of a problem.

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On 2018-01-09 15:53:35Show this Author Only
16#

Yeah, interrupts get the short end of the * in this game. So many ways around it. CC is just a better option. If the enemy is holding onto an interrupt, I like to wait till the enemy gets a chase or I get a chase that doesn't involve the ninja I want to cast so they aren't visable when I queue up the mystery and the chase chain makes the system speed ahead to my mystery without letting the enemy have a chance at responding. It's a flawed system, but I don't see any good way to fix it without an added pause when mysteries are cast. That would slow the fights down way too much if every mystery had a few seconds before being cast though.

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On 2018-01-09 17:28:26Show this Author Only
17#

You need to identify the win condition of your team setup. Dedicating 50% of your ninjas towards being reactive towards an enemy basically means you're either very confident in your standard attacks (or a carry ninja) demolishing the enemy, or you're playing a drawn out game designed to fatigue/DoT the enemy to death. The hard thing is that a lot of ninjas are immune, or dodge in the current meta, which basically means your mysteries are of 0 use - and you have a -2 skill handicap (not to mention lag in the server messing things up). There are just too many team setups that would beat a 2 interrupt team.

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On 2018-01-11 18:04:56Show this Author Only
18#
  • jonathanberih34 On 2018-01-03 18:52:41
  • If you drop it on "auto battle" as soon as you think someone is about to cast a jutsu but don't know who, the "auto battle" will automatically go for them, regarding non promp jutsu, just try to parry it when they would normally auto attack, if they trow it they will be interrupted if they don't then they miss out on their jutsu for one turn.

I wish "auto battle" was smarter. Don't get me wrong, I want there to be a gap so a better player can beat a computer, but I just wish there were better commands given to the AI when using auto. My biggest thing when I ran an Interrupt team (granted, early on before some of the better control ninja showed up) was that the AI would only wait until about the third or fourth auto attack (so about half way through the first round) before just using it as a damage dealer on the lowest life ninja. It was even worse in Ranked battle. My biggest wish at the time was that they would tweak the AI to wait until the end of the round, or better yet, not use an interrupt move unless it was need.


It should also be noted, that if you have two interrupts on your team, 'auto battle" may use both to stop an attack if you have enough chakra. And if you only have enough for 1, hope that you set your team up right (in when you placed them) so the AI uses the one in the highest slot to interrupt.... and last I checked, the AI still used a "main" over any other ninja when it came to uses an interrupt... so if your main was in slot 4, it would waste your move trying to stop someone who could be in a faster slot.


Anyways, I really wish interrupts were more user friendly, with out flat out shifting the shift in balance in their favor (adding a delay to every mystery to allow counter play could make it impossible to... well out play). Even in the current meta with people running immune teams, sometimes my control turns into nothing but a Chance to interrupt. Nothing feels better then timing it just right to shut down a team that thought they had the upper hand... And nothing feels worse then seeing the prompt, hitting the mystery only to watch them get it off and yours go after to do nothing but waste a move.

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On 2018-01-13 12:00:14Show this Author Only
19#
  • PraiseLuka On 2018-01-09 03:44:30
  • Playing around interrupt aren't exactly all sunshine and daisies. Due to the delay problem caused by chase chains, if you wait too long you might end up unable to cast, or worse, screw up your next round's action due to the cast attempt.

    There are potential solutions, but it either gets really complicated from both a programming and usage perspective or would cause significant delays in battle, which is simply not viable if you consider GNW--We are not the most populous server and yet we have experienced time outs. A delay before every mystery will see every GNW battle of more than 2 squads on each side end up in time out.


    I have proposed a rather complicated automatic response casting queue before but... that's just complicated.


    On a side note, due to the popularity of immunity ninja like Roshi, as well as a number of mass cleanse ninjas, now CC frequently work like interrupts, because the CC aren't going to *. So this is really becoming more and more of a problem.

95% of the issues would be solved if they added a string of code that said that when you use a mystery then the following standard attack is forcefully delayed by 3 seconds and the mystery gets landed 2 seconds after the moment you clicked on it.

Almost everybody with this little modification would be able to go on auto at the right time or would have the time to see the icon popping out on the enemy ninja head.


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