Thread: Game Mechanics: Channeling is broken
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Old 11-19-2014, 01:28 PM
Burgerking Burgerking is offline
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Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
Red has some code in there that melee hits contribute to interrupts. It does not look like player melee against player is doing actual push.

Blue and red are doing stuff different for channeling.

H
This is actually two separate issues.

Stun and regains

and

Melee pushback.

Here the problem with stun is that it is allowing a player to regain if the casting spell is longer than the stun duration.

For Example:

I cast a five second spell, you bash 1 second into the spell, I'm stunned for 2 seconds but the spell still can regain because the casting bar is still going.

Once stunned you should never regain the spell you are casting.

As for melee pushback it seems to be set far to high here than it was on live. Like 75% higher than it was on live. To the same effect spell pushback is set far too low and regains are almost at 95%. On live spells with pushback like shock of lightning, poison dots, etc were much much more reliable in interrupting casting. Also when a player is rooted they cannot be pushbacked. Here you can still be pushed while rooted. I remember people used to buy bark potions to channel gates for the root effect.

Dullah is also correct in the fact that there is something in melee attacks that seems to be interrupting even when you're position doesn't change. This can easily be tested by first fixing root. Root should lock you in your location and you shouldn't move at all. Once that is fixed you can test melee pushback interrupting casting, if it does something is off.
Last edited by Burgerking; 11-19-2014 at 01:51 PM..
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