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[Devs Need Help] Ability bugs list

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Tesq
Posts: 5713

Re: [Devs Need Help] Ability bugs list

Post#61 » Sun May 17, 2015 7:12 pm

Dana wrote:
navis wrote:WP/Dok Divine Assault - this one won't break if you run OR if your enemy runs away from you
Dies it break on live server?Never noticed.
if it's the 1 sec cast that do spiritual damage, it can be used while running so no, it don't break.
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Dana
Former Staff
Posts: 2300

Re: [Devs Need Help] Ability bugs list

Post#62 » Sun May 17, 2015 7:26 pm

Tesq wrote:
Dana wrote:
navis wrote:WP/Dok Divine Assault - this one won't break if you run OR if your enemy runs away from you
Dies it break on live server?Never noticed.
if it's the 1 sec cast that do spiritual damage, it can be used while running so no, it don't break.
It's the 3 seconds I hit you and heal me for 350% thing.
"A danger foreseen is a danger avoided."

Dana - WE
Horsegirl - DoK

Bullet
Posts: 12

Re: [Devs Need Help] Ability bugs list

Post#63 » Sun May 17, 2015 7:48 pm

All melee channelings should be interrupted when target goes out of 5 ft range or with relevant abilities (taunt etc.). Now they aren't interrupted even if you were knocked back with m1 or your target ran over the wall.

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Dana
Former Staff
Posts: 2300

Re: [Devs Need Help] Ability bugs list

Post#64 » Sun May 17, 2015 7:54 pm

k understood now. thanks
"A danger foreseen is a danger avoided."

Dana - WE
Horsegirl - DoK

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Ototo
Posts: 1012

Re: [Devs Need Help] Ability bugs list

Post#65 » Sun May 17, 2015 7:56 pm

Dana wrote:
Spoiler:
Tesq wrote:
Dana wrote:
Dies it break on live server?Never noticed.
if it's the 1 sec cast that do spiritual damage, it can be used while running so no, it don't break.
It's the 3 seconds I hit you and heal me for 350% thing.
Divine Mend shouldnt be able to cast on move, havent tried, but in live u couldnt.

Divine Assault allways worked like that. It allways kept doing dmg even if u target was out of range, same as the Mara Brutality cast.
Spoiler:

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Azarael
Posts: 5332

Re: [Devs Need Help] Ability bugs list

Post#66 » Sun May 17, 2015 8:00 pm

Bullet wrote:All melee channelings should be interrupted when target goes out of 5 ft range or with relevant abilities (taunt etc.). Now they aren't interrupted even if you were knocked back with m1 or your target ran over the wall.
This isn't correct.

When channels adhered to a strict 5ft range, they were impossible to use. We were later told that melee channels require 5ft to start casting and will maintain their cast up to 25ft away from the target, breaking if the target is further away than this.

I've had numerous testers on my server and none of them have told me that it's wrong.

Bullet
Posts: 12

Re: [Devs Need Help] Ability bugs list

Post#67 » Sun May 17, 2015 8:12 pm

Azarael wrote:
Bullet wrote:All melee channelings should be interrupted when target goes out of 5 ft range or with relevant abilities (taunt etc.). Now they aren't interrupted even if you were knocked back with m1 or your target ran over the wall.
This isn't correct.

When channels adhered to a strict 5ft range, they were impossible to use. We were later told that melee channels require 5ft to start casting and will maintain their cast up to 25ft away from the target, breaking if the target is further away than this.

I've had numerous testers on my server and none of them have told me that it's wrong.
Yes, you're right. 25 ft, my mistake. Anyway the main thought was that they must be interrupted when your target is out of range.

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