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[Suggestion] Cast Checks

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nebelwerfer
Posts: 708

Re: [Suggestion] Cast Checks

Post#11 » Thu Nov 13, 2025 12:25 am

This would be great, losing a snipe-cast at >2.5s because target runs a couple feet too far or walks by a lamp-post in praag feels wrong, successful casts are more certaintly more fun.

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Alubert
Posts: 598

Re: [Suggestion] Cast Checks

Post#12 » Thu Nov 13, 2025 7:57 am

Range checking should definitely be restored to its previous state.
Previously, if you were already halfway through the cast time, the ability would continue to build even if the target left your range or you lost LOS.

It worked very well.

Now, in times when RDPS have a really hard life due to the huge amount of dodge/disrupt, the change should be reversed.

Of course, mara pull must be excluded from this.
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Ruin
Posts: 277

Re: [Suggestion] Cast Checks

Post#13 » Thu Nov 13, 2025 10:30 am

Or another sugestion, remove ST casted abilities from stationary casting, and alow them to be casted on the move? so targets can be chased just like mara pull works. Still LoS would apply, but the caster could change position mid cast, and chase targets so they wont run out of range.

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Ruin
Posts: 277

Re: [Suggestion] Cast Checks

Post#14 » Thu Nov 13, 2025 10:33 am

Aslo another question connected to this subject, does stealth cancels casted abilites? like chanells and lets say snipe if the cast was started befour stealth?

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Sinisterror
Posts: 1228

Re: [Suggestion] Cast Checks

Post#15 » Thu Nov 13, 2025 10:59 am

Ruin wrote: Thu Nov 13, 2025 10:30 am Or another sugestion, remove ST casted abilities from stationary casting, and alow them to be casted on the move? so targets can be chased just like mara pull works. Still LoS would apply, but the caster could change position mid cast, and chase targets so they wont run out of range.
This would be insanely Op. Stealth didnt break casting and combat log would read "Your attack hits/misses Something" Imo make ground aoe los work like it did in live. Example here : https://www.youtube.com/watch?v=ZYzFg40b7Uw

And Flags etc shouldnt break los, trees should but if its just a pole and you can still see 80% of the target it shouldnt cancel cast. Those 3sec cast melee channels like Tree hit combo, Divine assault/Rend soul etc everyone knows these, they didnt have any "target outside of cone" + they also had 25ft extra range before they break, so they break at 31ft. Like current WE/WH skills RUthless assault/Trial by pain have 30ft range so makes sense. And you can start we/wh examples from range which you cant do on any other melee channel, but they shouldnt break because of cone, or before target is 31ft away.

This 25ft extra range also worked on all cast time abilities. 100ft skills breaking at 126ft. Mara pull 65ft would break at 91range so yes pretty close to 100ft : D
And im not sure about the number but if you had 2sec cast it wouldnt break at all during last 05sec of the cast even if los breaks. If you had 3s cast and it was over 2.25s it wouldnt break even if los breaks.

https://www.youtube.com/watch?v=-5Zw4FUPacc This is how Magus/Engi pull should function(with aoe cap of 9 not 24)

https://www.youtube.com/watch?v=5n9wm3uHmgk This is how Wl should function and remove their aoe skills critting for 2k dmg + 25% Armour pene tactic removal.

Make Crit great again, its literally the only thing that is SAME for every class and only thing that fluctuates 35-55% dmg increase without any modifiers, but all classes had access to Boost V-VI and Sove 10% Crit/20% Crit dmg proc and they stacked to 19% Crit 32-38% Crit dmg. Same goes for Healers, they had access to these procs as well.
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz

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Stinksuit
Posts: 381

Re: [Suggestion] Cast Checks

Post#16 » Thu Nov 13, 2025 11:11 am

Ruin wrote: Thu Nov 13, 2025 10:33 am Aslo another question connected to this subject, does stealth cancels casted abilites? like chanells and lets say snipe if the cast was started befour stealth?
It does

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Mishas
Posts: 6

Re: [Suggestion] Cast Checks

Post#17 » Thu Nov 13, 2025 11:31 am

I do also agree with the cast change needed to be reverted. Currently long cast abilities are pretty useless in any PvP environment. They still are viable in PvE with close quarters though xD.
Alubert wrote: Thu Nov 13, 2025 7:57 am Now, in times when RDPS have a really hard life due to the huge amount of dodge/disrupt, the change should be reversed.
This is something else devs should address. Its stupid having 3-4 of each 5 atacks disrupted by any healer (even lowie ones). Setting up disrupt striketrough gear does not seem to improve things much either. I have been testing with a +24% disrupt strikethrough gear combo and I am still getting 2-3 of each 5 atacks disrrupted by well geared healers. It´s really painfull to play rdps these days.

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