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#1
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![]() Quote:
Daldaen what say you on this matter? I think the CotH duck/cancel phenomenon in the raid scene is one of the worst things going. Anyone disagree? Spell timers should be the tip of the iceberg here if we're on a mission for classic. | |||
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#2
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![]() How come it has Taken so long to fix this?
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#3
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![]() This should've been made classic years ago. I'm very sad it never was classicized.
If they put it in for the next 6 months and then remove it (to match timeline), I approve. Ducking is even more prevalent now with CH Chains, having the ability to instant cancel and save 360 Mana on a CH when the tank is already topped off is huge on endurance fights. Having to move your character or sit to cancel it at the end is more tedious and less precise. It's been brought up several times, don't think I ever saw an explanation for the disparity here.
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#6
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![]() Typical BDA exploit
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#7
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![]() I wanna be able to drop coin!
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#8
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![]() Quote:
__________________
Realshadows Truelights - Virtuoso Ravenvine Pierce - Warder Uncharted Entry - Hierophant Fenugreek Alchemist - Oracle | |||
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#9
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![]() For Green99, how 'bouts we eliminate the ability to weave spells between combat swings too? That's not classic either, but I think it was originally patched to current mechanic some time around pre-Velious launch patch. Will research...
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#10
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![]() Quote:
It wasn't 100% reliable, due to latency, but it wasn't impossible either. Before I worked out that Yaulp was nigh useless I was Yaulp'ing between swings on my original paladin on live in the summer of 1999. I hand parsed my logs at the time to verify that it worked fine with a nice long delay 2hander. (Logs were great in early vanilla because they were the easy way to monitor your numerical skill value, the messages disappeared in combat spam and your Skills window only showed the vague text and no numbers) A lot of people misunderstood (and still misunderstand to this day) the interaction between auto-attack and spell-casting in original EQ. Spell casting did NOT "reset" your melee swing delay, the mechanics were completely independent. BUT, since you could not attack if you were casting, when the melee swing cool-down expired the attempted attack reset the cooldown timer. This is exactly what happens when you make a swing attempt at a mob you cannot see, or at a mob that is too far away, or at yourself, or at another player character or player character pet. You got no red message saying why your attempt to attack failed, just as you got no message when you attacked another player or a player pet. The change (mid-Velious? can't recall) was that, for hybrid spell-casters ONLY, if your melee attack cooldown expired mid-cast with auto-attack active, instead of negating the attack and restarting the cooldown your attack was delayed until the cast finished. This change was a big help to hybrids who did not understand the mechanic or were too lazy tap a key before and after casting to toggle auto-attack. For those of us who had worked out the mechanic and used our knowledge (there was a discussion on alt-games.everquest) it just saved a couple keypresses to turn auto-attack off/on before/after you cast during combat.
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crabby old man playing 4000 year old goblin sim
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