Interupt and Casting

Started 17 Nov 2020
by sleeve
in RvR
Hello all,

Is it a custom edit on phoenix

Lets say player

A - Casts a 2.5 DD Spell from starting time 0.00sec
B - Casts a 2.5 Single Mezz Spell from time 1.00sec

Depending on dex/moa/buff it seems to be when in this close of a time together that both spells will land,
Resulting in player A mezzed (unless resisted)

Player B should be interupted before the spell was finished. (in my opinion)

As Player A was quicker to the draw.

Is this because of some internet delay or part of the game?

I think if you get hit before your own spell goes off, then unlucky you were to slow.
Tue 17 Nov 2020 11:14 PM by gotwqqd
Unless it’s a stun or mezz if you pass the 50% cast time mark your spell will go off
Wed 18 Nov 2020 7:33 AM by Sepplord
Add amnesia to the list too.

Basically you cannot be interrupted when you have already finished more than 50% of your casttime. So once that 50% window has passed the only thing stopping your cast would be hard-CC (and amnesia, since amnesia doesn't interrupt but aborts your cast)
Wed 18 Nov 2020 10:48 AM by sleeve
would love to see that 100%

Is that a possible change to look at?

We don't need handicaps right?
Wed 18 Nov 2020 12:59 PM by keen
changing a crutial part of daoc rupt mechanics because of one opinion?
Wed 18 Nov 2020 3:07 PM by Sepplord
how is the current original mechanic a handicap?
Wed 18 Nov 2020 6:27 PM by sleeve
Please refer to a example posted at start of the thread.

I can't be the only one thinking this surely haha
Wed 18 Nov 2020 6:59 PM by sleeve
Let's say Spell cast time 2.6sec

Buffed /, ra'd, actual cast speed 1.7sec

To hit target spell timer must make it to 0.85sec without interruption.

Giving you a handicap of your full cast cycle to affect the target.

If this is original mechanic of the game then close the thread and ignore no problem.

It would be nice to be ateastt 90% so you have some reward for been faster.

Que the sarcastic butt holes



50% handicap unless you are hard cc or amnesia to reset casting timer.
Wed 18 Nov 2020 7:02 PM by ExcretusMaximus
sleeve wrote:
Wed 18 Nov 2020 6:59 PM
If this is original mechanic of the game

It is.
Wed 18 Nov 2020 7:07 PM by Bradekes
I would argue this is not a handicap. Let's say you already have the target targeted but they don't see you because you're hiding behind an object. You pop out and they have to click on your character now, or tab target, so you've surprised them, but they have quick reflexes and target you with enough time to start a cast. I think that should be rewarded not punished.
Wed 18 Nov 2020 7:15 PM by sleeve
What you described there to me sounds like a handicap for been slower
Wed 18 Nov 2020 7:51 PM by Bradekes
sleeve wrote:
Wed 18 Nov 2020 7:15 PM
What you described there to me sounds like a handicap for been slower
Explain
Wed 18 Nov 2020 8:21 PM by sleeve
Why should your spell go off on the target if you are slower to the mark?
You lost to the draw that round

Its like playing a shooting game one shot one kill.

You fire your shot but the enemy was 50% way to the trigger and the shot still fired lol
Wed 18 Nov 2020 8:34 PM by Bradekes
sleeve wrote:
Wed 18 Nov 2020 8:21 PM
Why should your spell go off on the target if you are slower to the mark?
You lost to the draw that round

Its like playing a shooting game one shot one kill.

You fire your shot but the enemy was 50% way to the trigger and the shot still fired lol

I think 1 second reaction is acceptable enough for both casters to get their spell off. If yours was also mezz you would of mezzed him and his spell would not go off.
Wed 18 Nov 2020 8:46 PM by sleeve
Yeah true if it was a form of hard cc it would be.

Changing that value from 50 % to 90% would be punishing players but in all fairness just get quicker.

I'd be slow off the mark a lot for sure ha
Wed 18 Nov 2020 8:56 PM by Bradekes
sleeve wrote:
Wed 18 Nov 2020 8:46 PM
Yeah true if it was a form of hard cc it would be.

Changing that value from 50 % to 90% would be punishing players but in all fairness just get quicker.

I'd be slow off the mark a lot for sure ha

I doubt it's possible but I really think there should be MORE leniency for certain types of spells. Like 30% for aoe or instant spells. Maybe less like 70% for casted dd doesn't sound bad.
Thu 19 Nov 2020 7:43 AM by Sepplord
AS a bonedancer...interrupts working up to 100% would be a buff for me...
Still i don't think such a huge change should be kneejerked (and i am skeptical it would be a good thing)

There are more interactions than cast-nuke VS cast-nuke.
A healer kiting and getting a single heal out, players interrupting with instants, for example...
also the indirect influences on amnesia, nearsight, mezz/Stun

playing around with such a fundamental combat mechanic of the game can lead to unexpected results that can potentially fuck over gamebalance heavily.
Maybe it would conter the castermeta a bit, but i feel like there are better approaches for that, where the associated risks can be better predicted and avoided
Thu 19 Nov 2020 8:13 AM by gotwqqd
The game is simply not meant to be a shooter twitch based game

It’s an rpg game where the avatar stats matter to some extent therefor warranting some leniency for player involvement
Thu 19 Nov 2020 8:48 AM by Sepplord
i just thought of another thing...how can it be a handicap for the slower?

it goes both ways

currently you have to be really fast, aka interrupt before the other reaches 50% of his cast...that's not a handicap for the slower players, that actually incentives and rewards being faster.
Thu 19 Nov 2020 11:29 AM by sleeve
I dunno its a bit mad i can qcast a root and 180 just about start moving because I only need half my cast timer to run to make spell land.

Also plenty situation I've insta lifetapped a half casting bard or which ever (that isn't quick casted) and spell goes off. I think if you were rupted during your cast cycle it should be voided.

It would make cc harder for support classes for sure but you have instants to combat that anyway.

Just a thought but the impact a cross the board would piss people off potentially

So meh.. Maybe I should just get faster than the 50% timer of opponents
Thu 19 Nov 2020 11:45 AM by Sepplord
sleeve wrote:
Thu 19 Nov 2020 11:29 AM
I dunno its a bit mad i can qcast a root and 180 just about start moving because I only need half my cast timer to run to make spell land.

Also plenty situation I've insta lifetapped a half casting bard or which ever (that isn't quick casted) and spell goes off. I think if you were rupted during your cast cycle it should be voided.

It would make cc harder for support classes for sure but you have instants to combat that anyway.

Just a thought but the impact a cross the board would piss people off potentially

So meh.. Maybe I should just get faster than the 50% timer of opponents

Sorry to be this direct....but you really have no idea what you are talking about and this comment shows it once again. It makes it clear you don't even understand the implications of the proposed change would have on the game and how fights play out. I am convinced now, that when i mentioned the influence of such a change on amnesia you have no idea what i mean, but instead of asking you just keep ranting wild theories that are far from what happens in the game.

No, you cannot just turn 180° and run away after 50% casttime, there are LOS/Range checks at the end of a cast and running aborts a cast and is completely different to an interrupt from an outside source
Thu 19 Nov 2020 3:38 PM by sleeve
If you didn't finish your full cast cycle then unlucky, in my opinion. and also try it yourself or I'll post a video when I get home
Thu 19 Nov 2020 4:43 PM by Sepplord
Yes please, a video of you turning around after 50% cast-completion and the spell going of while you are moving and facing away from your target would be useful.
PLease make sure to show it in slowmotion, optimally with a really long casttime spell and unbuffed/without dex gear so the timestamp you start moving is clear


That would definitely be a bug and should get attention if proven
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