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Re: Sticky feetzs/MotM behaviour
Posted: Sun Apr 30, 2017 6:34 am
by Telperien
Azarael wrote:The technical issue behind GT effects appearing to have incorrect range is lack of server-side position prediction based on velocity. The range of these abilities is correct. Certain movement patterns exacerbate the issues.
Just to clarify, the range of effect for Sticky feetz and MotM is 5, 10 or 20ft? If we can test it static would it make any proof?
Re: Sticky feetzs/MotM behaviour
Posted: Sun Apr 30, 2017 7:10 am
by Daknallbomb
Hmmmm how many feet can an toon jump?
Re: Sticky feetzs/MotM behaviour
Posted: Sun Apr 30, 2017 5:15 pm
by Toldavf
Still a really powerful ability even in it's current form. I would suggest it is a waste of time to alter it at this point especially while the devs are working on other things

Re: Sticky feetzs/MotM behaviour
Posted: Sun Apr 30, 2017 5:43 pm
by Sulorie
Toldavf wrote:Still a really powerful ability even in it's current form. I would suggest it is a waste of time to alter it at this point especially while the devs are working on other things

So powerful that it doesn't appear instantly when cast and doesn't snare within the whole visible effect area?

Re: Sticky feetzs/MotM behaviour
Posted: Sun Apr 30, 2017 9:34 pm
by roadkillrobin
Torquemadra wrote:roadkillrobin wrote:Torquemadra wrote:If you feel this is a case for balance then wait for the balance forums to open up, I would suggest the place they are now wouldnt warrant a buff to either class.
An abillity being broken and ballanceing a class is two different things tho.
MoM/SF arn't behaving correctly, it has nothing to do with ballance. It's like ignoring to fix the lights of your car coz the car spends way less gas then it's supose to do.
You are claiming its broken, just because it doesnt work how it did on live doesnt mean its broken, understand that. You may not like how it works but such is life. The construction in the client is indelible, THIS is the headlights of your car, not how ID was working on live which was the result of someone failing to line things up.
Well Aza also said there was tehnical issues with GT abillites so I asume that woud incline that it's broken
Re: Sticky feetzs/MotM behaviour
Posted: Sun Apr 30, 2017 9:50 pm
by roadkillrobin
I'm asuimg all GT AoE have the same isse tho, so Napalm, Mist, PoS, RoF aswell.
Re: Sticky feetzs/MotM behaviour
Posted: Mon May 01, 2017 1:45 pm
by Toldavf
Sulorie wrote:Toldavf wrote:Still a really powerful ability even in it's current form. I would suggest it is a waste of time to alter it at this point especially while the devs are working on other things

So powerful that it doesn't appear instantly when cast and doesn't snare within the whole visible effect area?

So what lead your target slightly? Doesn't seem like allot of effort.
Re: Sticky feetzs/MotM behaviour
Posted: Mon May 01, 2017 1:58 pm
by Sulorie
Toldavf wrote:Sulorie wrote:Toldavf wrote:Still a really powerful ability even in it's current form. I would suggest it is a waste of time to alter it at this point especially while the devs are working on other things

So powerful that it doesn't appear instantly when cast and doesn't snare within the whole visible effect area?

So what lead your target slightly? Doesn't seem like allot of effort.
Doesn't matter, when they are through it, within a second or they just walk around it. I assume you have no AM or Shaman.
Re: Sticky feetzs/MotM behaviour
Posted: Mon May 01, 2017 3:48 pm
by Toldavf
Sulorie wrote:Toldavf wrote:Sulorie wrote:
So powerful that it doesn't appear instantly when cast and doesn't snare within the whole visible effect area?

So what lead your target slightly? Doesn't seem like allot of effort.
Doesn't matter, when they are through it, within a second or they just walk around it. I assume you have no AM or Shaman.
I don't really see that being the case. I played primarily melee classes so i ran up against this snare allot. Regardless of how you try to deal with it MOTM and stickyfeetz will still of done its job of creating distance.