This. If you're going to project with animation, and calculate damage after animation - the casting bar should be in-sync with this. Other wise the system is disjointed and clunky by design.I think bare minimum they should re time the aoe hit detection to line up with when the actual hit goes off in the animation, and not the start of the animation. it was one of the odder things to adjust to. the fact that even if you stand there and eat an aoe, it can take a good second for the attack animation to actually trigger the strike, it just amplifies the wtf I was no where near that problem and makes the whole thing feel clunker then it should.
And it ain't no lie
Baby Bye Bye Bye
Yes I just referenced NSYNC.
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