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Range check on 2-3s stationary casts

Posted: Wed Mar 18, 2026 3:27 pm
by Bozzax
Is there a reason why you don't relax the range checks for 2-3s stationary casts? It is very obvious that it is to strict for non CC (opinion alert)

From playing several classes many archetypes and both realms this is clearly something that could improve the game with very little effort (observation) and likely is very cleaver do before rdps re work.

Re: Range check on 2-3s stationary casts

Posted: Wed Mar 18, 2026 3:39 pm
by Alubert
I agree.
It used to work well in the past.
Once you were past the halfway point of the cast time, the ability would still trigger even if someone moved out of range—both the ability’s damage and the heal.

This rule shouldn’t apply to CC skills like Mara/WL pull.

Re: Range check on 2-3s stationary casts

Posted: Thu Mar 19, 2026 9:52 am
by Bullen1995
Alubert wrote: Wed Mar 18, 2026 3:39 pm

This rule shouldn’t apply to CC skills like Mara/WL pull.
Strictly disagree I think what makes the pulls broken is the lack of good proper checks from where the person is til the pull gets trigger and 9 out of 10 times you are already out of reach and it triggers anyway due to sever lag.

This dose not apply for casters who have their spells getting cancelled instantly or castbar stuck right away when a range point is passed.

As a BW even when I have a 2 sec KD people just run out of reach and I rarely get my full rotation off as a result due to the meta being very mobility push focused with most fights just going back and fourth and standing still is just to risky especially if the enemy faction is pushing and 1.5-3 sec cast times are just to slow in most cases to get any damage off other than dots unless you over extend your position.

Also Disrupt stacking is a major problem with the game at the moment and magic range casters rely on dots so if you miss even 1 or 2 dots half the damage goes out the window and even when you are fully capped you get disrupted alot which has led to people running gunbad jet now to get 2% more reduction to disrupt.

Re: Range check on 2-3s stationary casts

Posted: Thu Mar 19, 2026 11:09 am
by saupreusse
Bullen1995 wrote: Thu Mar 19, 2026 9:52 am
Alubert wrote: Wed Mar 18, 2026 3:39 pm

This rule shouldn’t apply to CC skills like Mara/WL pull.
Strictly disagree I think what makes the pulls broken is the lack of good proper checks from where the person is til the pull gets trigger and 9 out of 10 times you are already out of reach and it triggers anyway due to sever lag.

This dose not apply for casters who have their spells getting cancelled instantly or castbar stuck right away when a range point is passed.

As a BW even when I have a 2 sec KD people just run out of reach and I rarely get my full rotation off as a result due to the meta being very mobility push focused with most fights just going back and fourth and standing still is just to risky especially if the enemy faction is pushing and 1.5-3 sec cast times are just to slow in most cases to get any damage off other than dots unless you over extend your position.

Also Disrupt stacking is a major problem with the game at the moment and magic range casters rely on dots so if you miss even 1 or 2 dots half the damage goes out the window and even when you are fully capped you get disrupted alot which has led to people running gunbad jet now to get 2% more reduction to disrupt.
I think you misunderstood OP. They say that the laxer cast checks should not be applied to pulls and they should instead still use the strict range checks which makes them break more easily iirc.

That being said, i agree that mythics original cast checks (which we used a similar version of in this server for most of its lifetime -until it got changed and messed up all long time casts) worked lots better than what we have atm.

Re: Range check on 2-3s stationary casts

Posted: Thu Mar 19, 2026 11:48 am
by Bullen1995
saupreusse wrote: Thu Mar 19, 2026 11:09 am
Bullen1995 wrote: Thu Mar 19, 2026 9:52 am
Alubert wrote: Wed Mar 18, 2026 3:39 pm

This rule shouldn’t apply to CC skills like Mara/WL pull.
Strictly disagree I think what makes the pulls broken is the lack of good proper checks from where the person is til the pull gets trigger and 9 out of 10 times you are already out of reach and it triggers anyway due to sever lag.

This dose not apply for casters who have their spells getting cancelled instantly or castbar stuck right away when a range point is passed.

As a BW even when I have a 2 sec KD people just run out of reach and I rarely get my full rotation off as a result due to the meta being very mobility push focused with most fights just going back and fourth and standing still is just to risky especially if the enemy faction is pushing and 1.5-3 sec cast times are just to slow in most cases to get any damage off other than dots unless you over extend your position.

Also Disrupt stacking is a major problem with the game at the moment and magic range casters rely on dots so if you miss even 1 or 2 dots half the damage goes out the window and even when you are fully capped you get disrupted alot which has led to people running gunbad jet now to get 2% more reduction to disrupt.
I think you misunderstood OP. They say that the laxer cast checks should not be applied to pulls and they should instead still use the strict range checks which makes them break more easily iirc.

That being said, i agree that mythics original cast checks (which we used a similar version of in this server for most of its lifetime -until it got changed and messed up all long time casts) worked lots better than what we have atm.
Nvm guess we were all agree on something which is rare these days :lol:

Imo I feel like pulls should be somewhat harder to pull off no pun intended or some sort of counter play before both SH and SW could just counter jump back but that worked only like half the time and now it dose not work at all until you land but at that point you are pretty much dead.

For the classes who have it should atleast feel like you have to put in somewhat of a effort to score rather than just being a instant kill button and having some more reliable checks could solve what feels like a hit or miss ability and you kinda want somewhat of time to react to counter play without making the ability itself bad.

Re: Range check on 2-3s stationary casts

Posted: Thu Mar 19, 2026 12:09 pm
by chookette
3second cast spells no longer have a place in a dynamic environment.
They expose the player for too long (interrupts, crowd control, movement), with an uncertain outcome. Any disruption can completely cancel the action, making it a highrisk choice with no guaranteed value.
In contrast, faster or instant abilities allow for constant pressure, better adaptability, and real effectiveness in combat.
Good design shouldn’t rely on perfect conditions to function. As they stand, these spells are either unused or frustrating.
They should be reworked: shorter casts, added protection, or redesigned mechanics.

Re: Range check on 2-3s stationary casts

Posted: Thu Mar 19, 2026 6:22 pm
by geezereur
Alubert wrote: Wed Mar 18, 2026 3:39 pm I agree.
It used to work well in the past.
Once you were past the halfway point of the cast time, the ability would still trigger even if someone moved out of range—both the ability’s damage and the heal.

This rule shouldn’t apply to CC skills like Mara/WL pull.
It should be like this again.