It does, and so does RoR, but that check is only used here for abilities that don't allow you to move. If you can move to maintain the ability, I see no reason why you should have range grace on it, especially when it gets abused by deliberately running back during the last 40% of the ability to increase the power of the ability. That's not on.Vayra wrote:I'm fairly sure the end cast range check on live had a small buffer to make sure a cast made near max range wouldn't usually fail if one player was running away from the other. At least it certainly felt that way as I very rarely got issues with that when casting near max range on live. I agree it shouldn't be possible to start the cast and run the opposite way and still get it to work, but it should (imo) work if the opponent moves 5-10 feet out of range during the cast.Azarael wrote: End-cast check: fires when an ability which has a cast time and can be cast while moving ends. Abilities which require you to stand still do not use this check, but since a move-cast ability allows the player to move and stay within range, you are expected to do so.
To the people who are talking about disrupt on jump: can we use the term "break" instead of "Disrupt" if it's not actually a magical Disrupt?
Been testing this on dev and I do not see this issue. Neither the client nor the server is "supposed" to do anything when a spell ends on the client - that spell ends in response to reception of an ability packet sent by the server, either marking end or interruption.Aceboltz wrote:the problem is when the cast is interrupted near the end, the ability goes off cd or bugs. Sometimes the mara is stuck in the purple laser animation but the cd is triggered. It looks like a lot of situations where the client and the server are supposed to accepts the pull are cancelled by the slightly over punitive code resulting in bugs and the loss of the cd almost every time in a moving mass vs moving mass even if TB button was light up during the whole cast.