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 Thread (4 posts)
markyturnip  7/11/08 9:46:19 AM

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Apprentice Member

Joined: 11/03/05
Posts: 511

Combat

* Combos and all other actions will be aborted when you start to charge.
* The combo chain will now be stopped when you begin a charge.
* You can no longer start combos in the middle of a charge.
* Dismembering fatalities should now show appropriate visual effects.
* You can now abort multihit combos without all the damage being rolled back.
* Aborting multihit combos will not make the target's health become desynced from the client/server anymore.
* Fizzle and immunity rolls have been moved to the end of your spellcast. If your target becomes immune after you start your spellcast but before it deals damage, your target will resist the spell.
* Stealth is checked again at the end of your spellcast. If your target hides before you land the spell, your spellcast will fail.
* The distance to your target while casting a spell is checked again at the end of your spellcast, with a 25% bonus to your range.
* Line of sight to your target is checked again at the end of your spellcast.
* Combo finishers (the last attack in the combo chain) now have 25% extra range, making them easier to land in PvP.
* Mobs will keep you in combat from further away now.
* Aborting unarmed attacks (using a knockback, for example) will now properly cause the damage not to be dealt.
* Active Blocking now displays a buff in the debuff GUI indicating the effect.
* Active Blocking now has an initial stamina cost upon activation.
* Active Blocking has been modified to increase the player's shielding bonus rather than evade chance.
* Attacks and heals performed while in Active Blocking will now have reduced effect.
* Clickable abilities with instant effects will not be queued after your attack anymore, but executed right away.
* You cannot use abilities while jumping or falling anymore.
* Dying while knockbacking NPCs will not cause the npc to become stuck in combat mode anymore.
* For each attack in the combo chain that you do without a valid target, your end damage (on the combo finisher) is reduced 15% per miss.
* Attack animation speed should be more balanced between genders.
* Combat music has been tweaked so that tension music will be area specific, rather than random.

 
markyturnip  7/11/08 9:48:18 AM

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Apprentice Member

Joined: 11/03/05
Posts: 511

These notes have elicited the usual storm of outrage, but in my opinion they offer some excellent changes.

I am not sure why so many people think they benefit casters so much... as a HoX I look at this and think great; I can really work with this - not least, I can use LOS to stop casters from hitting me, and can interrupt them more effectively now when up close.

 
gestalt11  7/11/08 10:00:47 AM

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Elite Member

Joined: 5/17/06
Posts: 3169

Sounds like some of these are meant to deal with lag issues. 

 

I have to say that one for spell with the +25% range is a really stupid hack that will get exploited.

 
metatronic  7/11/08 10:07:27 AM

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Apprentice Member

Joined: 10/15/05
Posts: 199

Sorry, they don't make me wanna resub..

In fact, Ill probably be keeping less of an eye on this game now that I see they don't care to fix core melee combat issues..