#181
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I think a Bolt would need to be coded with a logic similar to mob chasing after you? There is some sort of Algorithm used here, does it still exist?
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#182
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I've been using scars of sigil / burnt wood staff decently on my new mage.
1. by FAR the biggest problem with bolts is that if you cast any spell (even something like jboots) while the bolt is in the air the bolt will vanish. extremely annoying and as your posts show not classic at all. Low level mages (and wizards!) should be able to have 2-3 bolts in the air and borderline blow something up before it gets to them. 2. Bolts travel REALLY slowly. I would say probably normal runspeed. This causes some weird shit to happen: when I am finishing undead mobs in KC they will actually get another melee round in during the time it takes for the bolt to travel the 0.1 or whatever distance between us. In fact because of the large hitboxes on 1999 a mob running at you can actually hit you before the bolt reaches them even if you get the cast off first. 3. Bolts don't seem to be blocked by players. I seem to remember this would happen on live. Overall I would say this is a super low priority issue especially since our main coder Kanras seems to come in every 4 months, fix a few things, and leave. I would suggest just changing the magician bolts to work like the wizard bolts with instant hits.
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Raev | Loraen | Sakuragi <The A-Team> | Solo Artist Challenge | Farmer's Market
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#183
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Bump, some good evidence here ITT
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#184
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Bump
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#185
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Not sure if anyone else saw this, but here's a post from Aeolwind about mage bolts. it was made last week.
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#187
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Bump
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#188
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bumping an old but relevant thread.
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[ANONYMOUS] dip|o the Conjurer | |||||
Last edited by diplo; 07-31-2013 at 10:03 AM..
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#189
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Bump
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#190
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mage bolts (from other bug thread)
Posting this OP and link to the thread for Alecta (not sure if this falls into your jurisdiction or if you read the other bug threads). Relevent for PvP especially with talks and changes to line of sight.
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