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No minimum range for Squig Herder's ranged abilities

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vove
Posts: 209

No minimum range for Squig Herder's ranged abilities

Post#1 » Mon Jan 18, 2016 9:02 pm

I was just wondering if this is intended? As I looked on Warhammer wiki SH's abilities have a minimum range requirement (5 ft) while in RoR the minimum requirement to use the skills is removed. Is this intended like in the case of stacking auras on Chosen?

In case of Chosen it's not a problem because it was possible to stack them all anyways but in case of lack of the minimum range requirement for SH isn't that gamebreaking? Aren't his skills oriented around staying at range, snaring enemies and escaping when they are too close?

I must admit that I checked it on wiki because today I was fighting a squig herder and was trying to get close to him to force him to melee fight or trying to escape. Instead of that he unloaded a salvo of arrows straight into me standing right on my toes (his bow was pointing through me) and I was like: "hmm, this didn't end as planned" :lol:

Anyways I checked on wiki and yeah, his ranged skills have the minimum range, thus the question.

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Stinkyweed
Posts: 468

Re: No minimum range for Squig Herder's ranged abilities

Post#2 » Mon Jan 18, 2016 9:10 pm

Removed from live a long time ago due to range bug.
Stinkyweed SH - Prowl WE - Blob Chop - Babaganoush Sham - Fail CH - Negative Creep ZE - Brute BO - Motley Crue WH - Scratch WL

Don't fall asleep...don't fall asleep...
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Nishka
Suspended
Posts: 1057

Re: No minimum range for Squig Herder's ranged abilities

Post#3 » Mon Jan 18, 2016 9:18 pm

Maybe the minimum range should be returned? What do you guys think? Pros/cons
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Thorondir
Posts: 71

Re: No minimum range for Squig Herder's ranged abilities

Post#4 » Mon Jan 18, 2016 9:19 pm

The minimum range requirement was removed on live. This was probably one of the most broken "features" of physical range dps. Due to server lag, your cast times would fail when the target appeared to be far away from you but registered as on top of you.

The minimum range requirement itself was gamebreaking and part of why SW and SH's were so completely broken at launch. Try finding that sweet spot of greater than 5ft and less than 45ft (with the old Expert Skirmisher setup). That's gamebreaking.

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TenTonHammer
Posts: 3806

Re: No minimum range for Squig Herder's ranged abilities

Post#5 » Mon Jan 18, 2016 9:21 pm

Nishka wrote:Maybe the minimum range should be returned? What do you guys think? Pros/cons

why? anyone getting in the face of an rdps already is a garrunteed kill pretty much with ability set back and stuff
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vove
Posts: 209

Re: No minimum range for Squig Herder's ranged abilities

Post#6 » Mon Jan 18, 2016 9:42 pm

TenTonHammer wrote:
Nishka wrote:Maybe the minimum range should be returned? What do you guys think? Pros/cons

why? anyone getting in the face of an rdps already is a garrunteed kill pretty much with ability set back and stuff
I think it was designed more around the idea of direct 1v1 encounters like in scenarios.

Thorondir
Posts: 71

Re: No minimum range for Squig Herder's ranged abilities

Post#7 » Mon Jan 18, 2016 9:54 pm

vove wrote:
TenTonHammer wrote:
Nishka wrote:Maybe the minimum range should be returned? What do you guys think? Pros/cons

why? anyone getting in the face of an rdps already is a garrunteed kill pretty much with ability set back and stuff
I think it was designed more around the idea of direct 1v1 encounters like in scenarios.
It wasn't designed very well, which is why it was removed. It completely broke phyiscal ranged dps and made it so you couldn't even defend yourself while kiting (on kiting based classes).

I also have a proposal, lets make melee range 1ft instead of 5ft. That way we can all run around in circles, holding hands, with no one getting hurt.

vove
Posts: 209

Re: No minimum range for Squig Herder's ranged abilities

Post#8 » Tue Jan 19, 2016 2:04 pm

Thorondir wrote:I also have a proposal, lets make melee range 1ft instead of 5ft. That way we can all run around in circles, holding hands, with no one getting hurt.
This would be great, with current 5ft melee can still attack at 10ft+, I don't know why melee has snares in this game :D Maybe with 1ft range melee would have correct 5ft reach on skills? ;)

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