Scenario/Objective flags!
Posted: Sat Aug 29, 2015 11:24 am
Since the day one that case is making me crazy. It's an issue for either melee or ranged classes and i see it being abused by more and more players. I'm describing it, because it differs a lot from what it was on the official WAR servers.
Core of the problem is the not working as intented range and line of sight system, but i'll get to that later.
So... Scenario flags.
You can't target an enemy (by clicking on them) directly behind the flag, it's like they're in the black hole. On the off servers you could target the flag itself, and players behind them without much of an effort.
The problem rises, when we add to it how the range and line of sight system is implemented.
Currently, as it has been already said and observed by quite a few players, whenever the player you're targeting and casting at him anything, goes around the corner, steps back just out of the maximum range of an ability, or, for a split second steps behind a flag, or just runs through it, casting of the spell/ability immidiately stops.
Because of this huge issue and abusement of it, players have developed mainly melee premades. With abilities that are instant cast there isn't a problem.
To counter it up, as I do remember, on Off Servers, if the casting bar of an ability was above 2/3 or 3/4 of the lenght of the bar, lets say |--------+--| here, it didn't matter if the target ran behind a tree or out of range of an ability, it was a successful cast anyway and everything ran smooth.
Overall tell me what you think? Maybe you like the range and line of sight system as it is at this moment?
Core of the problem is the not working as intented range and line of sight system, but i'll get to that later.
So... Scenario flags.
You can't target an enemy (by clicking on them) directly behind the flag, it's like they're in the black hole. On the off servers you could target the flag itself, and players behind them without much of an effort.
The problem rises, when we add to it how the range and line of sight system is implemented.
Currently, as it has been already said and observed by quite a few players, whenever the player you're targeting and casting at him anything, goes around the corner, steps back just out of the maximum range of an ability, or, for a split second steps behind a flag, or just runs through it, casting of the spell/ability immidiately stops.
Because of this huge issue and abusement of it, players have developed mainly melee premades. With abilities that are instant cast there isn't a problem.
To counter it up, as I do remember, on Off Servers, if the casting bar of an ability was above 2/3 or 3/4 of the lenght of the bar, lets say |--------+--| here, it didn't matter if the target ran behind a tree or out of range of an ability, it was a successful cast anyway and everything ran smooth.
Overall tell me what you think? Maybe you like the range and line of sight system as it is at this moment?