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Rift and Magnet

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Shanell
Posts: 279

Re: Rift and Magnet

Post#111 » Wed Dec 09, 2015 6:06 am

As a magus I am surprised to see people claiming that rift is working through keep doors. It is not.
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Tiggo
Former Staff
Posts: 1948

Re: Rift and Magnet

Post#112 » Wed Dec 09, 2015 9:16 am

Shanell wrote:As a magus I am surprised to see people claiming that rift is working through keep doors. It is not.
as i remember it depends on WHAT doorfs, aza implemented it but some doors are off center on the client thus rift does work as it thinks there is no door.
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

tommyb23
Posts: 31

Re: Rift and Magnet

Post#113 » Wed Dec 09, 2015 1:17 pm

@ People who want to shorten rift/mag ranges. Magus is a 2 sec cast, so the 75 yd max is actually more like 60 when running away or even less when mounted (50?).

Nerfing to about half the range (40?) would require the enemy to be 25+/- yds away, which is utterly useless and no one would use it anymore.
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Azarael
Posts: 5332

Re: Rift and Magnet

Post#114 » Wed Dec 09, 2015 1:41 pm

tommyb23 wrote:Magus is a 2 sec cast
Nope!

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Bozzax
Posts: 2650

Re: Rift and Magnet

Post#115 » Wed Dec 09, 2015 2:02 pm

Sulorie wrote:
Bozzax wrote:
Producer's Letter - Jeff Skalski http://warhammer.gamepressure.com/news.asp?ID=107

1.30b
- Increased Duration of Disable Immunities - Immunities for the disable family of CC (knockdown, stun, disarm, and silence) will have their immunity timers increased from 6 times the effect duration to 10 times the effect duration. In other words, if you are stunned for three seconds, in 1.3 you would have an 18-second immunity. With this change, that same immunity would be 30 seconds.

- Root Immunity and Knockback/Pull Immunity Combined - We're rolling root immunity and knockback/pull immunity together into a single "movement immunity" effect. This immunity will remain for 30 seconds, and will prevent you from things such as being pulled in, then immediately rooted in place, making it a much more tactical decision about whether it's better to stop an enemy in place or move them around.
This quote tells me, that pull and kd don't share their immunity. Reading comprehension. :lol:
Precisely and prior to 1.30b root was on a separate immunity.

To my knowledge this is how it was 1.3.0b > 1.4.8
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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TenTonHammer
Posts: 3806

Re: Rift and Magnet

Post#116 » Wed Dec 09, 2015 2:05 pm

How about we disable access to rift/magnet till LoS really works and as compensation we move round other stuff in their trees so that they can get access to the abilites they need to so that they can be more than simple rift bots
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Renork
Posts: 1208

Re: Rift and Magnet

Post#117 » Wed Dec 09, 2015 2:06 pm

TenTonHammer wrote:How about we disable access to rift/magnet till LoS really works and as compensation we move round other stuff in their trees so that they can get access to the abilites they need to so that they can be more than simple rift bots

Pretty sure I said this multiple times already.

Tiggo
Former Staff
Posts: 1948

Re: Rift and Magnet

Post#118 » Wed Dec 09, 2015 2:33 pm

Renork wrote:
TenTonHammer wrote:How about we disable access to rift/magnet till LoS really works and as compensation we move round other stuff in their trees so that they can get access to the abilites they need to so that they can be more than simple rift bots

Pretty sure I said this multiple times already.

well aza got fire from any side when he only wanted to disable it in keep range as TEMPORARE workaround ...
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

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Renork
Posts: 1208

Re: Rift and Magnet

Post#119 » Wed Dec 09, 2015 2:39 pm

Tiggo wrote:
Renork wrote:
TenTonHammer wrote:How about we disable access to rift/magnet till LoS really works and as compensation we move round other stuff in their trees so that they can get access to the abilites they need to so that they can be more than simple rift bots

Pretty sure I said this multiple times already.

well aza got fire from any side when he only wanted to disable it in keep range as TEMPORARE workaround ...

Isn't it just easier to disable it, and move the magi skills around?

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TenTonHammer
Posts: 3806

Re: Rift and Magnet

Post#120 » Wed Dec 09, 2015 3:03 pm

Tiggo wrote:

well aza got fire from any side when he only wanted to disable it in keep range as TEMPORARE workaround ...
Only from a vocal minority who couldnt for some reason realize it would have been a temporary change
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