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#11
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shadowstep up is legal wasn't nerfed until grav flux nerf in Luclin
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#12
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yeah currently shadowstep takes you farther than it should, not only goes uphill but also through walls etc. in classic you had to run up to an elevated point to get any distance worth a shit and it would not take you up hill let alone through walls.
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#13
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is this ever going to be fixed?
currently it goes through walls, gives the max range every time and goes uphill. on live it did not go uphill or through walls and it was rare to teleport more than 20 or so yards away, frequently they would still be within range of your spells. gets pretty annoying trying to fight some cheesebag that just spams this 10 mana 1 sec cast spell the second your in spell range and is teleported half a zone away. | ||
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Last edited by Darwoth; 01-16-2012 at 02:32 PM..
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#14
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True, it should not pass through hills etc.
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#15
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Quote:
The rest of what you say is true though. Shadow step is kind of OP at the moment.
__________________
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#16
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Agreed that it shouldn't go through walls or hills. Are you sure it always goes max range every time? A wizard shadowstepped/yondered on me today and only went a few yards away. Maybe the average is higher than it should be but some variance is still in place...
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#17
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The issue isn't whether it is OP or not. You also don't always get max distance, so that part is inaccurate.
The issue is that it should not be able to pass through any terrain that isn't on exactly even footing from where it was cast or where a line of sight exists not visible to the caster. | ||
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#18
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distances are way too big too, I never saw that shit on live. I rarely had people yonder 3 miles out of range before this server.
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#19
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I certainly have casted Yonder on live in the Karanas and been like where the fuck am I? It does have a huge max range given even footing all around.
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#20
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Everyone that posted here must be after a certain necro's head on a daily..*cough * *cough*
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