09-21-2009, 05:53 PM | #121 | |
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Quote:
I personally love the new GCD, the stopping and staying stopped, and move to cancel, i HATE it. IT will take a LOT of getting used to, and i fear it will make the game more fortcentric as i have to be in a safe place to cast my spells.
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09-21-2009, 08:24 PM | #122 |
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if it does have then why the description of the spell doesn't have?
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drunken old dwarf |
09-21-2009, 08:27 PM | #123 |
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Amun just updated, loading patch now...
Thanks for the 5 second warning on server shut down xd
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09-21-2009, 08:36 PM | #124 |
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nice that you go on moving after casting! Bug: Its just a bit buggy, it tends to activate my forward-autorun (eg i strafe and start casting -> me stops, casts, and goes on moving forward + strafing) Same happens sometimes when i stand still - it activates my autorun. Edit: well actually activates autorun after evry spell (even instant selfbuffs) and Some Spells put you in combat mode no matter if cast requirements are met Edit3: Turning cancels casting of spells. Explaines another issue why sometimes you stop and the cast cancels even when you have target in arc - you moved your mouse slightly. Edit4: Freeze still makes you go on the move you did in the sec you got freezed. Edit5: When you rest and klick somewhere, you see you stand up (only visual on your client, others see you resting still). Last edited by _Enio_; 09-22-2009 at 12:48 AM. |
09-21-2009, 08:39 PM | #125 |
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ok chilko and all players out there, please consider this:
the current amun version changes too many things in the game mechanics that are already tested for several years and found working. this current amun version is tested, found not working (too annoying) for many reasons. please just revert to 1.0.7 and: - make ranged characters to stop for the duration of the attack animation - remove piggybag 2 simple changes, and I think everyone will be happy. no bullshit like canceling a hit or a spell by accidentally clicking a movement button 0.000000000001 seconds too early - or staying stationary for a second or two too long because you're too scared of canceling your current action. I whined about strafing because I saw it would make archers too powerful and it took you a video to see it, please listen to us players I'm not saying this is everyones opinion but it sure is mine.
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drunken old dwarf |
09-21-2009, 09:16 PM | #126 |
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Hmm. I'm impressed with Protector now. Its the only block spell that seems to work very well
However, is there a possibility of removing the restrictions on it? I mean, not being able to cast or attack is useless in a way. If it was made so you could attack with only normals and only cast non-damaging spells that would enable me to cast debuffs or auras and "tank" more. Just a suggestion Btw Surakor: sorry for the teabag at our cs :-/ |
09-21-2009, 09:20 PM | #127 |
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thanx
Dear NGD
thanx for listening i love this keep moving stuff love u bye |
09-21-2009, 09:45 PM | #128 |
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Join Date: Jan 2009
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Ok so this thought I had would completely change what is on Amun now and probably was alrerady thought of by NGD. And if it was thought of then I guess they figured there was no way to implement it but here it is anyway.
I will use heal ally as an example. This idea also would only be applied to Archers and Mages. Instead of adding cast time to the spell to hold the person in place, make it an after cast penalty to movement. So any cast you stop to cast, then after there would be a hold penalty of 0.5 seconds. In this time you can still cast something else if you have the speed too or attack normal, but before autorun would take effect again you would be held in place for 0.5 seconds. So for Heal ally, it would cast instant and the 0.5 seconds (or w/e time decided upon) hold in place penatly would start instantly. If the spell had 3 second cast time, you would stop, take the time to cast the spell and then be held place 0.5 seconds. Perhaps the longer cast time spells would need to have there cast time lowered slightly to compensate for the hold in place penalty. This would only be in effect to spell cast, normal attacks would not cause a hold time unless a spell was cast after them and they would still be canceled by any movement. I admit I am bad with wording my thoughts, so if anyone understands what I am trying to suggest and can word it better I would be gratefull for the help. |
09-21-2009, 10:18 PM | #129 | |
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Quote:
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09-21-2009, 11:10 PM | #130 |
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Dear NGD
Thanks for listening about the movement after spellcasting
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Tags |
balance, phase, spells, testing |
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