|
#1
|
|||
|
The custom code for spell interrupt.
On Red there is a custom code to add melee attacks the chance to interrupt casting.
I believe its 5% added per hit taken. I think it should be removed or lowered for balance because the melee push works in pvp. Most high level spells have around 5 sec casting time. A hasted dual wielding melee will easy get 2 combat rounds off during that time. 8 hits from dual wield, if all hit + kick or backstab or whatever. That's 40-50% chance to interrupt. Sounds good right? Yes but. The problem is that melee push also works so its the code plus the push you get from hitting the the target. So its really dam hard to get a spell of in pvp. Even 2h weapons fuck you up. Think maybe staff should take a look at this and could even help out testing if need be. Thank you very much! | ||
#4
|
|||||
|
Quote:
__________________
Quote:
Wipe it clean. | ||||
#5
|
|||
|
Casters getting their LOS requirement removed from starting harmful spells is classic.
It's on Big H's list iirc. Gotta get it all classic. | ||
#6
|
||||
|
Quote:
What if i play a priest class and i am just trying to keep heals going and i cant do it because 1 melee is hiting me. Even if i am corner casting. This is a problem. | |||
#7
|
|||
|
BTW!
I am not saying remove it. I am saying we should look into this and balance it. Remove if there is no need for it ofc. | ||
#8
|
|||
|
Bump!
No one cares about this? Pure melee server ftw! See you in thurgadin? | ||
#9
|
|||
|
a shadowknight w a 1hander can prevent a caster from getting a spell off
kinda sad | ||
#10
|
|||
|
the whole server aint 60 you shouldn't be asking for a mechanic that spans all levels to be balanced for just one particular level range.
__________________
| ||
|
|