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Old 09-18-2009, 12:29 AM   #81
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Quote:
Originally Posted by _Enio_ View Post
>.< at least use the vimeo link as i have put nice music in there.. http://www.vimeo.com/5833804

Edit: And no it was over the top, it needed a change, no question about that - it was too easy and not enough slowdown needed when you was trained at that. I actually like the change how it is today, slows you pretty much down but still allows some movement between actions...
Edit2: the smaller facing angle adds to it.
hahaha I didn't know it was you!

Now you will need to tell everyone that this video was one of the detonators for this radical change in the combat system
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Old 09-18-2009, 12:31 AM   #82
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ok, so I've messed around some more, deleted quickbar and put back, still have problem there on quickbar. Casting from spellbook it does not reset the cooldown in the spellbook to full, but it will reset the icon on quicker to full timer. So in other words I can still play my conj sort of, will have to forgo quickbar completely and jump through spellbook to cast things.

This post is to my first problem, not the problem with mindpush not casting unless a target is selected and I am within mele range of the target for it to even cast.

The first problem was on quickbar, cast spell 1 with 60 second cooldown, cooldown starts and 10 seconds later cast spell two with 30 second cooldwon, cooldown on spell 1 returns to 60 seconds and cooldown on spell 2 is 30 seconds. I cast say spell 3, both spell 1 and spell 2 will reset to there top cooldowns (60 secs and 30 secs). And it is not just a visual bug, I have cast from spellbook, which cooldown actually works right, an kept casting other spells which were resetting the view of cooldown on quickbar. After cooldown reset to normal in spellbook I still could not cast the spell from quickbar, only from spellbook.

I hope this makes sense, I appologize if not.
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Old 09-18-2009, 12:45 AM   #83
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Quote:
Originally Posted by chilko View Post
hahaha I didn't know it was you!

Now you will need to tell everyone that this video was one of the detonators for this radical change in the combat system
Uhh

One more issue why you have to make archers still an enjoyable class after the chages, ill get raped badly if you dont
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Old 09-18-2009, 12:46 AM   #84
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One thing i find that i really miss is visual feedback from spells (warlock). With a warrior, you know when you cast and you know when its done. Sure with lock you see the effect, but with a mage its a bit vague. Before, your staff comes down, and the spell is cast, now you only get the ani on the target. Im not sure if this is a bug, or something that is going to be addressed in NGD3D 2.0, or what, but to me its another degree of detachment from the 'reality' of the game.
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Old 09-18-2009, 12:51 AM   #85
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Quote:
Originally Posted by chilko View Post
[*]Powers without casting get pre-casted for two seconds until being in range.[/LIST]
The following post applies ontly to my barb (which Im testing):

At the time of my posting here and now, the above "change" is non-functional. I still have to repeatedly "mash" or "hammer" instant spells like south cross, charge, beast attack, feint, or kick as I get within range (and dance around a target to get it to trigger right).

Pre-casting, AKA spell-queuing for instant spells does not function and is confirmed with 2 other players I am currently testing with (one of other realm).


1.07, "pre-casting" or "spell-queuing" works fine, currently, for melee classes in this regard, being able to click a spell with an enemy targeted, albeit out of range, and then within a few seconds as you get within range, have it trigger.

On amun, currently, if you try to "pre-cast" or "spell-queue" and are out of range or not facing enemy, it seems like that instant spell gets automatically discarded from the queue. Where as these spells (and even .5 second ones like shield bash) hold queue at least for a few seconds until within range/facing in the current 1.07 version on the live servers.

Just an observation.


Another issue:

Also, warrior animations of "attacking" show up when in combat mode and "within range" but no damage or log entry are showing up (and mobs don't aggro so I assume there is no REAL attack but only the animation).


For the record, I am testing this on a very old computer but I can still play enough to test mechanics. I should have my good computer fixed in a couple of weeks (graphics card slot on mobo burned out and am awaiting RMA)


Just had another test with Gawyn: Was totally within range and facing him and was hammering South Cross DOZENS of times and it never triggered at all. I don't know if the global CD has changed how spells trigger but now they seem to trigger in a VERY inconsistent manner.
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Old 09-18-2009, 01:07 AM   #86
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One more annoyance:

Casting buffs like Frenzy, Berserk or TFB while running or auto-running.

In 1.07, your character stops, buffs, and continues running.

Here, at the time of this posting on Amun, he either keeps running and doesn't buff (while holding forward running), or if he does buff while auto-running, he stops, buffs, but does not continue running when buff is done casting.

From what I hear it's the same way with hunters and track. It's more fluid to play and have these types of buffs-while-running (with built-in pauses) as-is in 1.07, than this stop, buff, start running again, oops I interrupted buff, better stop again, type of method.
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Old 09-18-2009, 01:13 AM   #87
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It is the same for mages. Was hard enough to keep up with the pack as a mage, now having to keep my buffs up and stay close to my allies is going to be rougher.

This is a really good start though, i love the concepts, we just need to get them tweaked so that the gameplay is good for everyone.
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Old 09-18-2009, 01:21 AM   #88
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Bug:

Casting a spell seems to count as aiming time for a normal hit
This leads to spells beeing immediately followed by a normal hit.
With my fast bow +12%speed i tried to go on moving when i saw the cast complete on castbar, it still shot a normal out.

While this is an unintended behaviour and might look like favouring the archer it is a huge drawback when you are trying to apply Distracting shot (stun) which gets automatically cancelled by the following normal hit. Generally annoying to not be able to control if you want to hit or not..

Confirmed with other spells with longer casttime.
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Last edited by _Enio_; 09-18-2009 at 01:45 AM.
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Old 09-18-2009, 01:44 AM   #89
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After playing my archer/hunter I find that the gameplay is still enjoyable. It adds an interesting twise to it and strafing is STIILL a huge bonus to us. I'd expect that archers that will feel this the most will be those who enjoy petless and marksmen.
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Old 09-18-2009, 01:48 AM   #90
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Quote:
Originally Posted by _Enio_ View Post
Bug:

Casting a spell seems to count as aiming time for a normal hit
This leads to spells beeing immediately followed by a normal hit.
With my fast bow +12%speed i tried to go on moving when i saw the cast complete on castbar, it still shot a normal out.

While this is an unintended behaviour and might look like favouring the archer it is a huge drawback when you are trying to apply Distracting shot (stun) which gets automatically cancelled by the following normal hit. Generally annoying to not be able to control if you want to hit or not..

Confirmed with other spells with longer casttime.
Further adding to this bug i have found that with a fast sword while waiting on typhoon to cast i attacked normally twice :/

EDIT: ok further looking into this bug there is one 'Ghost' attack which shows an animation but doesnt hit whilst casting typhoon and then an inevitable hit afterwards that cannot be stopped

here is the ghost swing aimed at arcan whilst casting typhoon and the typhoon right after it




Last edited by Gawyn_Trakkand; 09-18-2009 at 02:22 AM.
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