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Old 09-17-2009, 11:04 PM   #61
chilko
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Quote:
Originally Posted by _Enio_ View Post
Well "kiting" is not an exploit, its a tactic.
Kiting may be a tactic if it involves crowd control powers or an environmental strategy but being able to kite just by running backwards and shooting normals is an exploit.
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Old 09-17-2009, 11:12 PM   #62
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Quote:
Originally Posted by chilko View Post
this was an oversight, it is now implemented in Amun.
I just relogged to make sure i get all updates.

I still stop when i hit a spell (even when no target selected).
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Old 09-17-2009, 11:17 PM   #63
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Quote:
Originally Posted by _Enio_ View Post
I just relogged to make sure i get all updates.

I still stop when i hit a spell (even when no target selected).
hehe it was a bug... its 8:20 pm you know?
Surak says it should be fixed now...
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Old 09-17-2009, 11:19 PM   #64
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Ok so I logged in my conjurer on Amun. Please tell me this is not how casting is supposed to work. I cast greater healing with 180 second cooldown. Problem comes afterwards, each time I cast a new spell, say I did 25 seconds after I cast greater healing I cast heal ally, the cooldown for greater healing is resetting back to 180 seconds. Same goes for any and all spells I tried. One new cast of anything else would reset all the cooldowns of anything I had cast recently to ther e full amount to start over. And it is not just a visual bug, I had greater healing on cooldown for well over 8 mins just now. It also is not just a relog thing, as I logged out an then back in, same issue. Please please tell me it is not supposed to be like this. Cause if it is, the fact that having 1 sec cast times will mean nothing cause after about 3 mins of fight all my spells will be in perma cooldown state unless I run and hide somewhere and wait 180 seconds.
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Old 09-17-2009, 11:23 PM   #65
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Quote:
Originally Posted by chilko View Post
Kiting may be a tactic if it involves crowd control powers or an environmental strategy but being able to kite just by running backwards and shooting normals is an exploit.
Its a design flaw when that tactics doesnt slow you enough down for the melee to get close. The tactic itself is legal and common in any game.

It almost sounds like we are bad because we "exploit" something. Please reconsider calling it exploit. It is normal gameplay not a crime.

Its technically no difference if i use a speedup spell to gain distance -> turn&shoot or if i use a CC spell to slow the target down and run away when he gets close to me. The problem is how to balance this. You cannot remove "using range&movement to your advantage" as its tied to such games. You can only balance it (eg. with a movement penalty on shoots like you did now.)
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Old 09-17-2009, 11:23 PM   #66
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From Morning Today to well 7:30 in the evening i have noticed alost of Work done since then Very Nice!

this mornings "bug" for casting while moving with the warriors to me was one of the Greatest things ive seen on the game if there was a way to actually implement it that be awesome.

i loved that i could cast a area "thunder strike" and have it casting while i angled it into a perfect position. ( this would make warriors lead rushes again )

i liked that with ripost as long as i stayed in position & range of the Target i was able to cast it while moving around my target. made the game so awesome.

There was much more ^^



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Old 09-17-2009, 11:27 PM   #67
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Quote:
Originally Posted by chilko View Post
hehe it was a bug... its 8:20 pm you know?
Surak says it should be fixed now...
Confirming it works nicely, and it again improves general gameplay feeling.
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Old 09-17-2009, 11:36 PM   #68
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I have noticed that i get some strange running bug where i either slowdown, almost as though i stop quickly and start again, and other times where i 'stutter'. Sort of like it was before, only using mouse run does not do the trick this time. It seems to happen more in pvp, or when i am trying to cast (notice it much more as a warrior).

Edit: I have also noticed that i can cast instant speed buffs WHILE ATTACKING. In the middle of a swing, i cast caution, tried it several times, as well as Brutal Impacts. Im not sure if this is intended or not, but there it is. Just make Arc Dev and Energy Barrier instants and we are gold

Edit2: Thanks for staying late and taking the time to converse with us for this update. I for one really really appreciate that you are doing the update this way, fixing things that are broken right away and not letting them pile up to cause issues down the road. Lets keep at this and make this a kick ass update.
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Old 09-17-2009, 11:39 PM   #69
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Actually i think letting Melee cast spells on the move makes their class gameplay feeling much better (as far as i understood). Maybe you can fiund a way to reimplement it for some spells (eg all those which dont need a target).

The faast paced gameplay is what makes the game so fun. If you try to optimize for both, balance and dynamic even more - it would help the overall fun ingame.

[eg.
- if areas on the run are too strong, make the barb slow down while the cast or tune the area effect - keep the dynamic as long as it isnt totally over the top.
- Remove the slowdown melee gets when doing a Normal hits
- Make all buffs being cast on the run (at least for melee)
- Tune cooldown on spring a bit. Problem for melee is, the first contact with the ranged class can be outplayd by rangeds spells, to get close a 2nd time is really hard as eg UM is gone and speedup has long CD.]

Changes like that could change balance in favour of the melee and gives dynamic fighting experience.
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Old 09-17-2009, 11:40 PM   #70
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I am also having a issue with Mindpush that it seems others are not. I can not cast unless I have a target selected and even with target selected I have to actually be with melee range of target before it will cast.
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