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.
Re: [Devs Need Help] Ability bugs list
Posted: Sun May 17, 2015 7:26 pm
by Dana
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.
Re: [Devs Need Help] Ability bugs list
Posted: Sun May 17, 2015 7:48 pm
by Bullet
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
Posted: Sun May 17, 2015 7:54 pm
by Dana
k understood now. thanks
Re: [Devs Need Help] Ability bugs list
Posted: Sun May 17, 2015 7:56 pm
by Ototo
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.
Re: [Devs Need Help] Ability bugs list
Posted: Sun May 17, 2015 8:00 pm
by Azarael
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.
Re: [Devs Need Help] Ability bugs list
Posted: Sun May 17, 2015 8:12 pm
by Bullet
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.