From the 4.3 patchnotes:
Is this what it sounds like?Quote:
The following issues have been addressed.
-snip-
An issue wherein moving after beginning to cast a spell would not correctly interrupt casting.
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From the 4.3 patchnotes:
Is this what it sounds like?Quote:
The following issues have been addressed.
-snip-
An issue wherein moving after beginning to cast a spell would not correctly interrupt casting.
Maybe, but it could also be talking about the times when you try to interrupt your cast immediately after you start casting, and you keep casting anyway; that is also a thing sometimes. It's not usually a big deal, except when a Verslowspell starts long casting instead of consuming Dualcast, or Flare ignores Swiftcast.
I wonder...It specifically says when beginning to cast a spell, not when the spell is almost finished.
It would feel pretty awful to fix this now when people are so used to slidecasting for mobility.
Well, not exactly... it says "after". But even were that true... people got caught up reading specifics into specific wording at the expac release too and well, quite a lot of turned out to be reading too much into the phrasings.
Still, I'll hope you're right.
Mmm, I don’t think it means slidecasting... because slidecasting results from client-to-server latency, where as you move your character at the very last second of a cast and the server hasn’t registered the movement yet and the cast still goes through even though you moved... Makes me think they’d have to actually fix infrastructure for that... I’m not an IT expert so I can’t say for certain, but I don’t think it’s slidecasting. It would be really crappy if it was though.
I am guessing that at the beginning of the cast is a bug/glitch rather than near or at the end where latency and lag come into play. I know with my connection i tend to be able to start moving again at about 90% of the cast. This timing gets worse with lag.
Rather than at the beginning which could easily be exploited in raid and such. So the wording might make sense. Can't really fix a lag issue but if its exploit that's completely different.
It was possible to have 0.5s cast time spells be casted while the caster was moving (IE, casting Gravity which has a 0.5s cast time while under the effect of Lightspeed). I feel like this actually prevents that in order to assist with the fluidity of game play perhaps. However this would also be a minor and indirect nerf to Lightspeed just due to Gravity + Lightspeed if the caster has to move.
...this might also explain why Aspected Helios was reduced to 2.5s for this patch - so the combination of Aspect Helios + Lightspeed wouldn't cause this issue.
Nice spot, I really do hope it's just a minor fix and not them removing stutter stepping. That really would be a case of dumbing things down a bit too much.
This would be surprising because even if your client cancelled the spell, the cancel request would hit the server after the server calculated the damage and removed the HP. Also fixing this would mean no delay on benediction anymore, or any other instant. Synchronised server-client ticks. etc... It would be a huge overhaul and probably wouldn't just show up as a one liner in the patch notes.
Wouldn't any such mechanism be hackable, however?
Granted, perhaps they could do a client sweep with every login like B&S does to verify the hackable components, and so move towards far more fluid-feeling gameplay... But hey, this is SE we're talking about.
I really hope if any such implementation were developed, it would be to the starting of casts, to auto-cancel the cast if within its first 50% cast progress or so (client tracker) from client-tracked movement much like hitting Escape would. At that point there'd be nothing worth hacking; it'd just be a QoL bonus so that I'm not forced to drag the cast I wanted to cancel around for an extra half second before I can actually start my next one, while losing nothing from stutter-stepping.
Just to confirm, tested in game now.
Slidecasting/stutter stepping still works fine <3
I was playing around with Lightspeed and Gravity today just to see. My base cast speed for Gravity is 2.98s so it gets reduced to 0.48s with Lightspeed up. When I was running around and casting Gravity, I was interrupted about 10-15% of the time. Just something for other to consider if they're used to just running and gunning with a 3s cast time spell. I imagine if you hit a certain cast time it won't happen at all - I just don't know what that cast time actually is.
I didn't feel any issue on WHM in the Lighthouse last night, and I was doing a lot of slide casting in there.
Is THIS what's been causing me to get Interrupted if I try to cast just as I'm stopping my movement? It just started with this patch.
This is annoying as Hell and it has nearly caused the death of groupmembers in some battles I've been in recently. I'll be dodging some AoE, stop, cast and I get interrupted 0.10 seconds into the cast and if I don't notice right away, I'm wasting quite a bit of time healing.
Probably varies with pings (mine are 80-90 routinely), I get it 2-5 times per battle when it feels like being as annoying as possible. Usually when I'm about to cast Medica, yanno, when everybody needs a heal. Because of Course it would happen when I need AoE Heal Now.