Re: The so-called: 'Spell Delay'.
Posted: 10 Jun 2016, 19:14
https://www.youtube.com/watch?v=Hqy-9P4X50U - Please watch this 10 second video prior to reading the post.
Hello everyone.
I've been playing on Smolderforge for the past week, and although my account was created some 7 or so years ago, I haven't played much in the past couple of years. Everything being different, both skill and mindset, I couldn't help but notice major bugs in the server that, for that matter, mostly any private server has. That, however, should (in my opinion) be neither a consolation or an excuse. As I have love for Smolderforge and for the game as a whole, I decided to write this thread, and I promise I won't be that long:
The most important thing that needs a fix are all spells, be they instant, cast, or blown out your noses. For me it is more than slightly logical that the low population in Smolderforge is less due to the server being mightily awesome, and more to the fact that PvP'ers newbie experience would be fighting some random tryhard and lose for no valid reason. If you cannot relate to this, I can.
The most distinctive feature of the retail game is its unique fluidity and super awesome gameplay. That, however, is nothing super extraordinary. Spells, as I said earlier - instant casts, 0.5 sec casts, 10 sec casts, whatever - are CAST after, and NOT before the ANIMATION of the spell is completed. Meaning - you can NOT cast a blind until your hand is fully reached out. You cannot throw a death coil until your hands have finished doing whatever they have to do. Ironically, this deficiency gives an unfair advantage to EVERYONE, and backlashes on players that have played retail for years and find it very hard to adapt.
Secondly, as an extention to this, spells are NOT able to hit their targets UNTIL they have hit them. It is this simple. You don't vanish a death coil at the same time it was fired out and get hit by it. You don't Ice Block an incinerate right before it hits, and get a 3k crit. This is a MAJOR flaw that, in my opinion, is firstly not hard to fix, and secondly hinders the PvP experience to a great extent for anybody that is aware of what is wrong. I will just in case again mention that instant cast spells do not apply to this, but they still hit their targets AFTER the animation of the caster has done it's fabulous thing.
Lastly, I want to give attention to vanish and shadowmeld, as well as other similar spells (possibly feign death), and stun/incapacitation/root/fear removing items and/or spells. Originally, all of the above come along with a hidden approximately 0.1 second lasting immunity to their respective schools of action, the moment the animation starts and the same amount of time after it is finished. Therefore, Vanish, as we all well know, can Vanish ANYTHING. I will give you an example, and possibly explain the whole thread in a paragraph. Imagine the following - a Rogue and a Paladin fight. The pally is stunned with a kidney, is at low HP, has no bubble or blessing of freedom, but only Hammer of Justice (the stun) and a PvP trinket. The rogue knows that, so he predicts a trinket > and he blinds. The paladin trinkets one tenth of a second before the rogue blinds, and he becomes blinded. The rogue is an idiot, so he autoattacks him out of it, and the paladin does his hammer of justice. Despite the rogue's best efforts (be they lucky or not), his vanish, cast right after the paladin's HoJ, is either unable to be cast, or is cast to no effect, hence the stun. To our mutual surprise, two seconds later the rogue gets a 4k crusader strike and dies.
This. Is. Not. Supposed. To. Happen.
If both parties do this at the same time (a trinket and a blind), or the second one cast less than 0.1 secs later, the Blind MISSES. Moreover, if the rogue has pressed his vanish the moment he saw the animation of Hammer of Justice, he will vanish it. If, however, the Vanish is cast when HoJ's animation STARTS, Stealth will be gained and a stun will follow. This is due to the fact that if HoJ is cast when the animation is finished, this will happen after the vanish is already active ---> break it.
Lastly, please remove the impossibly annoying invisible snare applied after PvP trinket/WotF is cast (I don't know about other spells).
Some of you may think I'm going into too much details, others may skim-read the thing and tell me I am a retard. To sum it up for you: Spells need be cast after the animation finishes, missiles have to hit when they land, and PvP trinkets and similar instant-immunity spells need to be followed with a 0.1 sec immunity buff. It's just how the game should work.
To all others who will understand, and to the Game Masters and Admins of the server, thank you dearly in advance.
Yours,
Fiqure.
Hello everyone.
I've been playing on Smolderforge for the past week, and although my account was created some 7 or so years ago, I haven't played much in the past couple of years. Everything being different, both skill and mindset, I couldn't help but notice major bugs in the server that, for that matter, mostly any private server has. That, however, should (in my opinion) be neither a consolation or an excuse. As I have love for Smolderforge and for the game as a whole, I decided to write this thread, and I promise I won't be that long:
The most important thing that needs a fix are all spells, be they instant, cast, or blown out your noses. For me it is more than slightly logical that the low population in Smolderforge is less due to the server being mightily awesome, and more to the fact that PvP'ers newbie experience would be fighting some random tryhard and lose for no valid reason. If you cannot relate to this, I can.
The most distinctive feature of the retail game is its unique fluidity and super awesome gameplay. That, however, is nothing super extraordinary. Spells, as I said earlier - instant casts, 0.5 sec casts, 10 sec casts, whatever - are CAST after, and NOT before the ANIMATION of the spell is completed. Meaning - you can NOT cast a blind until your hand is fully reached out. You cannot throw a death coil until your hands have finished doing whatever they have to do. Ironically, this deficiency gives an unfair advantage to EVERYONE, and backlashes on players that have played retail for years and find it very hard to adapt.
Secondly, as an extention to this, spells are NOT able to hit their targets UNTIL they have hit them. It is this simple. You don't vanish a death coil at the same time it was fired out and get hit by it. You don't Ice Block an incinerate right before it hits, and get a 3k crit. This is a MAJOR flaw that, in my opinion, is firstly not hard to fix, and secondly hinders the PvP experience to a great extent for anybody that is aware of what is wrong. I will just in case again mention that instant cast spells do not apply to this, but they still hit their targets AFTER the animation of the caster has done it's fabulous thing.
Lastly, I want to give attention to vanish and shadowmeld, as well as other similar spells (possibly feign death), and stun/incapacitation/root/fear removing items and/or spells. Originally, all of the above come along with a hidden approximately 0.1 second lasting immunity to their respective schools of action, the moment the animation starts and the same amount of time after it is finished. Therefore, Vanish, as we all well know, can Vanish ANYTHING. I will give you an example, and possibly explain the whole thread in a paragraph. Imagine the following - a Rogue and a Paladin fight. The pally is stunned with a kidney, is at low HP, has no bubble or blessing of freedom, but only Hammer of Justice (the stun) and a PvP trinket. The rogue knows that, so he predicts a trinket > and he blinds. The paladin trinkets one tenth of a second before the rogue blinds, and he becomes blinded. The rogue is an idiot, so he autoattacks him out of it, and the paladin does his hammer of justice. Despite the rogue's best efforts (be they lucky or not), his vanish, cast right after the paladin's HoJ, is either unable to be cast, or is cast to no effect, hence the stun. To our mutual surprise, two seconds later the rogue gets a 4k crusader strike and dies.
This. Is. Not. Supposed. To. Happen.
If both parties do this at the same time (a trinket and a blind), or the second one cast less than 0.1 secs later, the Blind MISSES. Moreover, if the rogue has pressed his vanish the moment he saw the animation of Hammer of Justice, he will vanish it. If, however, the Vanish is cast when HoJ's animation STARTS, Stealth will be gained and a stun will follow. This is due to the fact that if HoJ is cast when the animation is finished, this will happen after the vanish is already active ---> break it.
Lastly, please remove the impossibly annoying invisible snare applied after PvP trinket/WotF is cast (I don't know about other spells).
Some of you may think I'm going into too much details, others may skim-read the thing and tell me I am a retard. To sum it up for you: Spells need be cast after the animation finishes, missiles have to hit when they land, and PvP trinkets and similar instant-immunity spells need to be followed with a 0.1 sec immunity buff. It's just how the game should work.
To all others who will understand, and to the Game Masters and Admins of the server, thank you dearly in advance.
Yours,
Fiqure.