UI: Death breakdown screen is broken

#1 - Feb. 24, 2013, 5:57 p.m.
Blizzard Post

The layout for ‘top skills by player’ is messed up and makes it almost impossible to read some of the numbers. I prefer using this screen over the default because it gives more useful information, but it’s hard to use because of the broken layout.

Is there any chance a fix can be included in the next patch or a follow-up?

You have to scroll over to the right to see where it falls apart.

#2 - Feb. 25, 2013, 9:32 a.m.
Blizzard Post

It’s too late for the next patch, but I can fix it in the following.

#4 - Feb. 25, 2013, 9:44 a.m.
Blizzard Post

Evan, any update on Ele’s having death breakdown after using mist form? That still removes everything that happened prior to using the mist form downed ability.

That’s lame. I can look at that too.

#7 - Feb. 25, 2013, 12:14 p.m.
Blizzard Post

Okay, both are fixed. They won’t be in tomorrow’s patch though. Fixing the vengeance and vapor form also fixed another issue that would be happening. The damage log would clear as soon as you resurrected. If you were to rally, then die a few seconds later, you would still only have logs from those few seconds. The log will still clear once you reach 100% health.

#15 - Feb. 25, 2013, 1:48 p.m.
Blizzard Post

Slow down fellows. I fixed the death breakdown in sPvP, which is somewhat different from the combat log. Please throw your suggestions and desires in this thread:
https://forum-en.guildwars2.com/forum/pvp/pvp/Any-plan-to-improve-the-combat-log/first#post1492066

#19 - Feb. 25, 2013, 2:57 p.m.
Blizzard Post

The death breakdown is pulled directly from the combat log. It just summarizes the things you normally would want to see like crits and condition damage. I haven’t taken a look yet, but I suspect all the info we want is there, just not printing to chat.

#25 - Feb. 26, 2013, 9:50 a.m.
Blizzard Post

Hi, i’m just curious, are you guys aware of the pathfinding issues with movement skills like bull’s charge and greatsword rush?

This is usually where:
1) your character will hit an invisible object/wall along the path to the target and the skill will cancel.
2) you will hit an invisible object/wall and keep moving in place until the animation finishes.
3) you move to the target fine but then the skill cancels seemingly randomly once you reach them, or you run into them for a bit before it cancels; ie your character never swings the sword or does the “knockdown check” to the target.
4) you overshoot the target completely (usually run through them) and miss.

Just curious of those issues are being addressed, because it really hampers the warrior’s ability.

I’m not very familiar with the bugs other than that I experience them on large targets. Here are some things to keep in mind: Swapping weapons will stop you mid-movement. Using frenzy causes skills like bulls charge to only go half distance.

I also misspoke earlier. Our current combat log is not pulling from the much more robust information that the death breakdown uses.

#27 - Feb. 26, 2013, 10:40 a.m.
Blizzard Post

Hi, i’m just curious, are you guys aware of the pathfinding issues with movement skills like bull’s charge and greatsword rush?

This is usually where:
1) your character will hit an invisible object/wall along the path to the target and the skill will cancel.
2) you will hit an invisible object/wall and keep moving in place until the animation finishes.
3) you move to the target fine but then the skill cancels seemingly randomly once you reach them, or you run into them for a bit before it cancels; ie your character never swings the sword or does the “knockdown check” to the target.
4) you overshoot the target completely (usually run through them) and miss.

Just curious of those issues are being addressed, because it really hampers the warrior’s ability.

I’m not very familiar with the bugs other than that I experience them on large targets. Here are some things to keep in mind: Swapping weapons will stop you mid-movement. Using frenzy causes skills like bulls charge to only go half distance.

I also misspoke earlier. Our current combat log is not pulling from the much more robust information that the death breakdown uses.

Your comment about frenzy and other movements (Bulls, Rush, eviscerate, etc) is half leap distance intended? Or is it just a by product of twice the action speed?
If yes to the first, can it be adjusted to covering the same distance twice as fast?

I believe this is an unintended consequence of the animation speedup.