Ice Spike Staggers = Breakout Dodge, Why?

No it doesn’t

The huge difference between all of this and ice spikes is that you can mix up the cc, whereas ice spikes has the problem of multiple quick staggers in one skill.

Yea it does. Happens all the time. Please don’t sit there and tell me something does or not happen in this broken, bug infested game. Things don’t work as intended all the time. Like dying in tomb, getting perma stuck in tomb till you die or get CC knocked out if it. OR HAVING TO RESTART YOUR GSME EVER 2 oprs because the game just starts to literally break. You get the 0 frames crap after 20 percent hp and then a extremely long respawn screen because the game is dying for some reason.

I got to push back on the ranged staggers being removed since they still have to be used to create separation between you and an encroaching melee player (Ice Spike is that thing after all). Perhaps they ought to deal with that by having a certain range for staggers occurring much like some Bow users wanted per Penetrating Shot before it was outright removed. CC wins the game, got to be that way in some way especially if you are trying to operate and survive.

Ya, Feral Rush has some trash inconsistency. No stagger stated in the tool tip still for whatever reason even though AGS finally got around to adding “This ability has grit.” to everything. The stagger comes and goes and the backstab root is particularly finnicky.

There definitely is something going on with perforate where it is inconsistent with the staggers. Not sure why it is like that, but something has been up with it for a while.

Should only be two staggers on Ice Spike, the Path and the Mighty Spike as detailed in the tooltips. And if staggers are categorized similarly to knockdowns, it only requires one follow up knockdown to produce a break out dodge on a knocked down opponent (e.g. Javelin → Sweep or Sweep → Wrecking Ball).

Point[e ;)] still stands that the Ice Spike staggers should not create such a result seeing as to how it is one singular ability and FnF for example does not produce a break out dodge.

The free dodge is only given after you are hit with a stun followed up by a stagger or knock down within like .5 seconds otherwise you can be chained. I don’t think back to back staggers give a free breakout dodge. Maybe sometimes if it’s instantl like with ice spike.But Staggers lately is what gets me killed. Just chain staggers. From bows and muskets into spears. Never able to roll out of multiple staggers from bows. Any of them, just can’t move. You get hit by one bow or musket stagger and the hive mind zerglings catch up and chain Cc you.

The path can hit more than once.

Against, the difference between ice spikes and FnF. 2 staggers vs potentially 3

Similarity, not the same.

For sure not three staggers, check out 01:08 - 01:12 and 03:06 - 03:09. In the first selection, the unrooted target was hit three times (756 the Trail, 2678 Crit the Mighty Spike, and 1953 Crit the Spiky Reach projectile, no stagger). In the second selection, the unrooted target was hit three times (883 the Trail, 2797 the Mighty Spike, and 2107 the Spiky Reach projectile, no stagger). Both instances produced a free dodge roll on the target that should not be happening whatsoever.

:crossed_swords: NEW WORLD PVP :crossed_swords: MONTAGE #4 - DESTROYED - YouTube

Thanks @war_consumer for the VOD and good gameplay.

Then perhaps it’s because it’s all happening within less than 1 second?

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Possibly. I will have to somehow find or just get some footage of stagger coming from two sources and see what happens.

The only other skill that “can” stagger twice in a brief window would be non-backstab Feral Rush hits when the game decides to register them as staggers :joy:. Feral Rush definitely does not produce break out dodges on its own so it is quite a conundrum. Will hopefully try to get something together pertaining to this issue.

Double knockdown I am sure still guarantees that you get back up with a free dodge.

For stagger lock, might depend on whether or not the follow up stagger was in the recovery animation or not. I want to say on one occasion that I got a free roll after getting hit by two bow staggers in quick succession, nothing confirmed since I do not have footage ofc. Will try doing some like a double Leaping Strike and a double evade shot or something to see how it works.

I don’t know anymore, I get chained cc by multiple spears and hammers from time to time unable to move at all. Despite I should being able to roll out when someone interrupts the other cc too fast. But instead I’m just pinballed around. As for your spike stagger, it’s been a while since I’ve read it but I think only the ground trail is supposed to stagger, the spike it self just does big dps, a perfect spike is when you activate just slightly before the little ice trail gets to the player. So makes sense why they aren’t staggered

They should just remove breakout dodges in general. It’s an old solution to a problem that doesn’t exist anymore. Just make the system clearer for everyone.

Late, but here is a clip of Perforate stagger on 2nd Hit LUL. @newb

There are definitely better ways around it.

There was so much desync and lag in that clip though. You see the guy just rocket backwards at the end? :joy:

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Such is life in the New World :worried: even in 3v3 Arenas :face_with_peeking_eye:… And that my fren is the power of Blast Shot LUL.

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Yup, this seems to be the way around.

That free roll was for the old staggers that never went live, this ice spike thing looks like a vestigial bug of untested game mechanics.

Yup, happens all the time. Sometimes I get staggered on the first hit. Also lately sometimes evade shots aren’t staggering me but doing damage. I’ll take it I guess.

Also I’ve payed a lot closer attention to my spike. When I direct hit someone, they get insta freed on the stagger and it makes that little noise Que… If I just get one proc or just hit them with the little ground trail it will stagger.

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Yea, for some reason I won’t get staggered when I have my void blade out and am auto attacking. I clearly get hit by an attack, but my character does not flinch or wince whatsoever. Buggy ish LUL.