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Interruptions confirmed or... out?[edit]

Hello. I don't remember where, but I think I read somewhere that there won't be interruptions in GW2. Has anybody read this information as well, and if so, can you please provide the source? --LlhUser Llhyx signature.jpgx 11:20, 12 November 2010 (UTC)

There will not be as much importance in interruptions in GW2, but they will still exist. The official reason for this is good interrupts win games, which are completely dependent on ping and not easily visible to observers[source]. –~=Ϛρѧякγ AHHH! (τѧιк) ←♥– 14:52, 12 November 2010 (UTC)
Edit: and per Interrupt's source, knock down and stun cause interruption. –~=Ϛρѧякγ AHHH! (τѧιк) ←♥– 14:56, 12 November 2010 (UTC)

Internet connection vs. Player performance[edit]

"because they depend so heavily on a fast internet connection to be used effectively." I cannot agree on this. There are other various factors that are more based on successfully getting the interruptions. Surely, if you got a 56k modem shared amongst 4 other people who are on the internet, your chances in interrupting are zero. (Let alone that you can play.) And the difference between having a 100 kB/s or 1 MB/s, or even 10 MB/s, will not have any effect on successfully getting the interruptions. It all relies on the situations, provocations, importance, luck, not to forget all the minor details on computer health and mental/physical health. A granny of an age of 100 might not trigger her Savage Shot quicker then a 16 year old. My suggestion: Remove the part that I used in italic, simply because there is no material to backup that Guild Wars requires a "fast internet connection". ge4ce 15:36, 13 November 2010 (UTC)

There is a different between "fast connection" and "huge bandwidth". In this case I believe "fast connection" means low ping rates, which is low miliseconds response times from clicking an action and the server actually accepting it as having happened. As you said, 10-100Mbps connections (in my book: "huge bandwidth") are not a factor in skill usage, so long as you have enough to send what the game wants to send (which is typically in the Kbps range for most MMOs.) -- 15:52, 13 November 2010 (UTC)
It also doesn't really matter if you agree or not. It's not an opinion, it's an official reason stated by Izzy in the cited interview. –~=Ϛρѧякγ AHHH! (τѧιк) ←♥– 19:43, 13 November 2010 (UTC)
Eugh, I'm sorry Sparky but I really don't like your edit. The resetting of chains isn't the primary purpose so I don't think it should be in the initial description. Also, splitting the ref with that odd reference tag (I don't know what "Ibid" means, so I don't think the average gamer would) looks messy.
I'll take a shot at compromise; tell me if you like it.
@ge4ce: Yes, there are other reasons, but like Sparky said, Izzy was the one that said that. (I wanted to say low ping and link to Wikipedia rather than fast internet connection, but the Wikipedia page for "ping" wasn't something I could understand easily, so I assumed most others wouldn't either.) -- Kyoshi User Kyoshi sig.png 20:15, 13 November 2010 (UTC)
Not too bad. I just set it up more like effect pages. Though, now it doesn't say that knock down and stun cause interruption and also is oddly worded for chains. "Ibid" means "the same place", it's a citation thing. I'll re-add the lost information and try to re-word the chain thingy implying that being in a chain is an action or something (maybe I won't do that exactly). The Effects causing interruption list is keeping future effects causing interruption in mind, so that we can add them as they show up and have a full list, including interrupt skills if applicable. –~=Ϛρѧякγ AHHH! (τѧιк) ←♥– 20:46, 13 November 2010 (UTC)
Has it been mentioned whether chains will reset if one of the chain skills is interrupted as opposed to just being interrupted at all? Anyway, looks fine to me. -- Kyoshi User Kyoshi sig.png 00:08, 14 November 2010 (UTC)
It said, "a character in the middle of the skill chain that is knocked down, stunned, or otherwise interrupted will have their skill chain reset." It makes sense somewhat. It would be weird if the warrior knocking your head sideways with his shield would only break the concentration on your chain if you were actively swinging your Double Chop or something, it also fits with the lack of casting bar and shift away from low ping requirements. –~=Ϛρѧякγ AHHH! (τѧιк) ←♥– 00:28, 14 November 2010 (UTC)
Mkay. -- Kyoshi User Kyoshi sig.png 00:46, 14 November 2010 (UTC)
"He took rupts examples on the matter. Dshots, pblocks, pleaks winning matches happens often, but the lambda player is likely to miss them. Considering the rupts are entirely ping-dependant, you're left with a system quite competition-unfriendly."
No mentioning of 'fast' or 'internet'. Just 'ping-dependant'. It suggest that your ping needs to be 'normal', not 'fast'. People could say that a good ping (connection towards the server) can be ranging from anywhere from 0-100, but a lot of games even allow a good ping to range from 101-350. Yet again, people having a ping of, around, 20, will not mean they have a fast internet connection. Seeing how they might as well live 20 km from the server they are playing on.
I'm pretty nitpicky on this, cause I hate the fact that many people whine about this. They are disappointed too quickly and blame it on their connection or that of the server they play on. While it might as well be their ISP, traffic of servers, continental-servers, or any other reason like any ordinary maintenance or event on the internet in a particular region. (or their own pc) And seeing how 'a fast internet connection' includes 'fast', will have a great impact on any reader and will raise even more questions on the definition of 'fast'. It's like saying; 'I got an internet connection of 2 GB/s per second, but my hard disk can only handle up to 7200 rm (70 megabytes per second). (Though even then, if you're computer hasn't be cleaned for 2 years, that amount is already lower.)
I'm going to let it rest with that hoping that I explained it a bit better on my view of removing the 'a fast internet connection'. Sorry for my nitpicky-ness. ge4ce 07:49, 15 November 2010 (UTC)
I see that what the article means by "fast connection" and its relation to network latency are still confusing to you. Given that, I'd suggest changing the article, as you said, to get rid of the "fast connection" part. Perhaps simply call it what it is 'low latency' 'low ping reponse time' or something that doesn't leave ambiguity as to whether it is refering to latency or bandwidth. -- 18:09, 15 November 2010 (UTC)

Interrupt and Energy?[edit]

is the note about energy referring to the energy used when dodging or is it outdated info? --Universe 14:54, 28 August 2011 (UTC)

It's outdated. 15:11, 28 August 2011 (UTC)


I have read in the betaforum, that the failing of the skill after loosing the target through a clone counts as interruption for the many mesmertraits. I didnt believed it at that time and cant remember it to good yet, but i really hope i got it right then, after ther are hardly skills to interrupt, but so many traits working together with rupts. -- 21:29, 13 August 2012 (UTC)

Control effects (daze, stun, launch, knockdown, etc.) are the primary source of interrupts in GW2. Oh, hey, that's already on the page. —Dr Ishmael User Dr ishmael Diablo the chicken.png 21:36, 13 August 2012 (UTC)
Yeah, i know that, but i would love it if clones create interrupts (obviously not one with a 5s recharge for all skills). Whatever, it is rather not the case, but actually the description The creation of a clone will break targeting on the caster could include the interrupt of the used skill (i played nearly no PvP, so i cant know it better^^). -- 07:53, 14 August 2012 (UTC)
I think what he meant is interrupting a skill with non-skill interruption like hiding behind obstacles or going out of range or creating a clone by using Decoy. In beta, I noticed that a mesmer can interrupt a skill with decoy, but that is a mechanic within the stealth and not with the clone. Being untargettable is not really considered an interrupt since it doesn't trigger the nice interrupt text on the caster and doesn't put the interrupted skill on cooldown. --Sir Vincent III 23:00, 26 February 2013 (UTC)

Float and sink also interrupt?[edit]

Float and sink are not included in the list of effects that cause interruption, though presumably they act similar to pull and push. Should they be?--Scyld 05:31, 15 February 2013 (UTC)

Yes, those are valid underwater skill-based interrupts. But I'm just not sure what the criteria is, since pressing the ESC key can also cause interruption as well as logging off and game crashing or "wife aggro". But I think it has to be skill-based. :) --Sir Vincent III 22:31, 26 February 2013 (UTC)
Probably because they are control effects and therefore interrupt, but ignore Defiant. they should be listed of course.--Relyk ~ talk > 22:41, 26 February 2013 (UTC)

Feedback 2016/11/24[edit]

Rune of Perplexity no longer has 'on interrupt' functions. -- 15:39, 24 November 2016 (UTC)

You are correct. I removed the incorrect information from the article, thanks for the feedback!