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War Report Teleport - Implement Cast Timer

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space44
Posts: 482

Re: War Report Teleport - Implement Cast Timer

Post#41 » Wed Sep 07, 2022 10:09 pm

why is this intended and confirmed to be.
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vanbuinen77
Posts: 340

Re: War Report Teleport - Implement Cast Timer

Post#42 » Wed Sep 07, 2022 10:40 pm

Looks like a troll post
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Panzer80
Posts: 227

Re: War Report Teleport - Implement Cast Timer

Post#43 » Wed Sep 14, 2022 2:34 pm

wargrimnir wrote: Wed Sep 07, 2022 5:10 am
Avanos wrote: Wed Sep 07, 2022 12:53 am Well, its an exploit in my opinion - as I'm sure that the original developers did not intend for this to be used as an escape from combat.
Our devs are very well aware it's used to dodge fights and have left it that way intentionally. They could easily block it in several ways. I'm not at all bothered if someone wants to dodge getting rolled over by a fight they decide they have no chance at winning.
You do realize that people can engage in a fight, then decide to kite away then leave with WR? Right? You get that? This is a problem.

It is about continuity of the RvR. Not vanity.
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Panzer80
Posts: 227

Re: War Report Teleport - Implement Cast Timer

Post#44 » Wed Sep 14, 2022 2:37 pm

tvbrowntown wrote: Wed Sep 07, 2022 6:04 am
wargrimnir wrote: Wed Sep 07, 2022 5:10 am
Avanos wrote: Wed Sep 07, 2022 12:53 am Well, its an exploit in my opinion - as I'm sure that the original developers did not intend for this to be used as an escape from combat.
Our devs are very well aware it's used to dodge fights and have left it that way intentionally. They could easily block it in several ways. I'm not at all bothered if someone wants to dodge getting rolled over by a fight they decide they have no chance at winning.
While it is super cheesy, don't you think it's probably better to minimize the amount of cheesy stuff people can do when they've gone and put themselves well out of position? Devs could easily apply a check like if GameData.Player.isInRvRLake == true/false type check when using the spell? While it's also true that the devs put it in like this, they also didn't put ranked into the game and we've got that so I'd assume we're not exactly going for preservation at this point. By implementing the prevention of this gimmick players would improve their positional awareness. The game, I'd argue, would be better for it.
Yes.
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Akalukz
Posts: 1822

Re: War Report Teleport - Implement Cast Timer

Post#45 » Wed Sep 14, 2022 3:26 pm

LMAO at all the gankers whining about the one that got away, now if one person was able to port a whole warband out then that's something, but some random porting from some random that will have 0 influence on the game..... C'mon man!
-= Agony =-

Sulorie
Posts: 7461

Re: War Report Teleport - Implement Cast Timer

Post#46 » Wed Sep 14, 2022 5:11 pm

Panzer80 wrote: Wed Sep 14, 2022 2:34 pm
You do realize that people can engage in a fight, then decide to kite away then leave with WR? Right? You get that? This is a problem.
You didn't attack them for some time to let them get out of combat. When you want to kill them, keep hitting them.
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Panzer80
Posts: 227

Re: War Report Teleport - Implement Cast Timer

Post#47 » Wed Sep 14, 2022 9:04 pm

Akalukz wrote: Wed Sep 14, 2022 3:26 pm LMAO at all the gankers whining about the one that got away, now if one person was able to port a whole warband out then that's something, but some random porting from some random that will have 0 influence on the game..... C'mon man!
Everyone can use WR this way. These kinds of short-sighted responses don't have much weight. The issue is it increases disappearing players on the battlefield. People enjoy continuity, and when it's broken abruptly by a disappearing act that's a game feature, then people get tired of it.
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