Blutzz 0 Report post Posted April 1, 2017 (edited) Very simply, Charge/intercept aren't functioning as intended on Elysium. The stun is activating on spell cast and is functioning like a ranged stun, rather than stunning upon character arrival at target, as per intended. So it is functioning backwards, stunning first and moving later, instead of moving first and stunning later. This is why charge feels so "off" from what you are used too. You can also watch some old classic warrior pvp videos and it is extremely obvious. This creates a lot of problems for warriors. The biggest issue is exasperated and is clearly seen when charging/intercept at maximum distance. The stun will activate on spell cast and would have expired before you even get to the target, your character is also then "stuck" in charge animation for 2 seconds whilst the target itself is free. Not to sure where I should have put this, Thanks! *Edit, I wasn't referring to Elysium the server specifically, but the project in general Edited April 1, 2017 by Blutzz 0 Share this post Link to post Share on other sites
Lauren 2 Report post Posted April 1, 2017 You may be correct about Charge being bugged but don't exaggerate things by saying "your character is also then "stuck" in charge animation for 2 seconds whilst the target itself is free." There is no way in hell that the Charge stun is wearing off and people are running around while you're stuck in a charge animation. At max range even if the stun activates the instant you hit the key, charge will close the gap before stun wears off. It is still an issue and should be fixed but just be realistic here. 0 Share this post Link to post Share on other sites
Blutzz 0 Report post Posted April 1, 2017 Have you ever seen a warrior trying to charge someone on a mount? This is the exact scenario that plays out. 0 Share this post Link to post Share on other sites
hamish909 5 Report post Posted April 1, 2017 Lets chip in for a programmer to make fix everything on the github 0 Share this post Link to post Share on other sites
Blutzz 0 Report post Posted April 1, 2017 is it a known issue? I tried searching but couldn't find anything. 0 Share this post Link to post Share on other sites
Blutzz 0 Report post Posted April 2, 2017 8 hours ago, Flyheal said: you should also add that Slows are currently affecting the speed at which charge/intercept are able to reach their target, someone that has frost shock/frostbolt on them currently charges MUCH slower than someone without those debuffs on them, charge/intercept speed should not be affected by these things, as for the "stun first" problem, on retail you would charge, and the game would perform a check while charing to see if target was within roughly ~10 yards then it would stun the target(watch any warrior video in which they slow-mo their charge/intercept), for that you need some amazing netcode and some serious server-sided work which i doubt well see anytime soon, so well most likely see a band-aid fix of arrive at target>stun which means warriors will get a fraction more of a second to attack their target than usual. you're exactly right. It is meant to stun within proximity of the target, I called it character arrival at target to keep it simple. yeah It is actually a very game changing mechanic. Having a rogue be able to gouge/kidney shot you before you can spend a global out of your own intercept stun because intercept stun has already expired, etc, is pretty game breaking 0 Share this post Link to post Share on other sites
riplip 2 Report post Posted April 2, 2017 (edited) Bump pls My warrior suffers Edited April 2, 2017 by riplip 0 Share this post Link to post Share on other sites
Stodola 26 Report post Posted April 2, 2017 If you have a bug report, please submit a bug report -> https://github.com/elysium-project/server/issues We do not take or follow bug reports on the forums. 0 Share this post Link to post Share on other sites