As I was the one who fixed this:
Mara pull was bugged for some time. I had a few maras complain about the ability not firing at anywhere past the range - and taking the cooldown with it.
The initial visibility check is done at cast time. This is also how other casts work in the game, such as sorcerer's projectiles, instant-travel-time abilities that have a cast timer, etc.
As long as LOS isn't broken during the cast, you should be able to fire the ability regardless of distance to the target. This is the same with other casters, but Marauders can move while doing their cast which further complicates the issue, as they can move the opposite direction a player may be running.
I think the proper solution would be:
1) Save the initial cast location of the marauder and the target for the purpose of out of range checks, as well as the distance initially between the two.
2) 'Stop' the cast if the Marauder themselves (also taking into consideration the current location of the target) moves beyond the pull range, opposite the 'heading/direction' for the distance check.
For example, if the player is say, 30 ft away, and the pull allows up to 100 ft, you can move up to 70 ft in the opposite direction before that pull is interrupted. This will prevent Marauders from running backwards and pulling players across large distances at the maximum range - the crux of OP's issue.
That means if you start a pull at 95ft, you have to stay within 5 ft of the initial pull direction when going in the opposite direction of the player. So if you try and start a pull, and you run backwards, you can only run 5 feet before the ability is interrupted. If the player is running opposite to where you were pulling them from, you can still chase them a full 95 ft in that direction before getting interrupted.
This may be clunky at first, but it's a better solution than waiting until the second check to pull players, and is in line with all other cast logic in the game as well as identical to the requirements for the White Lion's Fetch ability.
Marauder pull......?
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Re: Marauder pull......?
To be according to lore:Detangler wrote: Thu Oct 06, 2022 8:15 pm Maybe WL pull should be a targeted magical ray for 2 seconds and then the pet teleports to the target at the end similar to marauder style of pull?
They can make this skill with a lion jump. Cast 1 or 1.5 seconds then pet jump on 65ft and pull the target.
Marauder pull - just make it impossible to move during channeling.
Re: Marauder pull......?
Maruder and enemy ?Arre wrote: Fri Oct 07, 2022 9:37 amTo be according to lore:Detangler wrote: Thu Oct 06, 2022 8:15 pm Maybe WL pull should be a targeted magical ray for 2 seconds and then the pet teleports to the target at the end similar to marauder style of pull?
They can make this skill with a lion jump. Cast 1 or 1.5 seconds then pet jump on 65ft and pull the target.
Marauder pull - just make it impossible to move during channeling.

Re: Marauder pull......?
And mirror it to WL. Fixes all WL pet related problems.
Re: Marauder pull......?
Doesn't it still work to interrupt the pull if you jump at the right time?
Also i love how the subject went from "how can i avoid mara pull" to "please buff mara/wl pull".
Hell, why not? If the community wants it, and it's a change that positively affects both factions. Spread the love.
Also i love how the subject went from "how can i avoid mara pull" to "please buff mara/wl pull".
Hell, why not? If the community wants it, and it's a change that positively affects both factions. Spread the love.
Spoiler:
SW, Kotbs, IB, Slayer, WP, WL, SM, Mara, SH, BG
Re: Marauder pull......?
infact, why do WL even have a pull? when they have the best gap closer in game already?
Re: Marauder pull......?
So what we make it a 2sec chanel where marauder needs to stand still and cast, like fester/posion arrow?
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Re: Marauder pull......?
But then there will be no CC effect connected?
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