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

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Re: [Devs Need Help] Ability bugs list
It's the 3 seconds I hit you and heal me for 350% thing.Tesq wrote:if it's the 1 sec cast that do spiritual damage, it can be used while running so no, it don't break.Dana wrote:Dies it break on live server?Never noticed.navis wrote:WP/Dok Divine Assault - this one won't break if you run OR if your enemy runs away from you
"A danger foreseen is a danger avoided."
Dana - WE
Horsegirl - DoK
Dana - WE
Horsegirl - DoK
Re: [Devs Need Help] Ability bugs list
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.
Re: [Devs Need Help] Ability bugs list
k understood now. thanks
"A danger foreseen is a danger avoided."
Dana - WE
Horsegirl - DoK
Dana - WE
Horsegirl - DoK
Re: [Devs Need Help] Ability bugs list
Divine Mend shouldnt be able to cast on move, havent tried, but in live u couldnt.Dana wrote:Spoiler:
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:
Re: [Devs Need Help] Ability bugs list
This isn't correct.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.
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.
Re: [Devs Need Help] Ability bugs list
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.Azarael wrote:This isn't correct.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.
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.
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