Movment should inturupt casting


Pathfinder Online

Goblin Squad Member

Movement should interrupt casting instead of casting interrupting movement. This is a glaringly obvious mistake. Please don't tell me you cannot code this I would be very disappointed.

Goblin Squad Member

Even more disappointing then grass. I think this makes ranged combat feel constrained and unnatural.

Goblin Squad Member

I think what you're saying is that you should not be rooted while using a "stationary" ability, but that if you do move during the animation your ability will not go off.

I'm not sure I agree. It would make sense, and would conform more closely to previous mmo mechanics... but I'm willing to give this version a little space and time to see how it works in larger scale encounters before calling for a change.

Goblin Squad Member

The rooting on ranged attacks is a temporary fix until ammo is implemented, so this discussion is moot.

Goblin Squad Member

You do realize the current system was implemented as a crowdforged temporary fix due to a few players getting very upset about ranged attacks being overpowered.

My understanding is that it is not staying this way.

Goblin Squad Member

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Kadere wrote:
The rooting on ranged attacks is a temporary fix until ammo is implemented, so this discussion is moot.

I will believe this when it happens, and not a moment before.

Goblin Squad Member

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Neadenil Edam wrote:

You do realize the current system was implemented as a crowdforged temporary fix due to a few players getting very upset about ranged attacks being overpowered.

My understanding is that it is not staying this way.

No... I believe rooting was done because we were able to solo the pathetic PVE content via kiting.

Goblin Squad Member

Neadenil Edam wrote:

You do realize the current system was implemented as a crowdforged temporary fix due to a few players getting very upset about ranged attacks being overpowered.

My understanding is that it is not staying this way.

Having used the longbow quite successfully to grab kills when competing with others hunting gobbos at the starter town... I think the ranged attacks will remain advantaged even after ammunition is tracked.

Goblin Squad Member

Bluddwolf wrote:
Neadenil Edam wrote:

You do realize the current system was implemented as a crowdforged temporary fix due to a few players getting very upset about ranged attacks being overpowered.

My understanding is that it is not staying this way.

No... I believe rooting was done because we were able to solo the pathetic PVE content via kiting.

The devs stated that it was done because ranged attacks were an "I Win" button in PvP, not that I expect you to take them at their word. Apparently some folks complained about getting owned by range in PvP...

Goblin Squad Member

Nihimon wrote:
Bluddwolf wrote:
Neadenil Edam wrote:

You do realize the current system was implemented as a crowdforged temporary fix due to a few players getting very upset about ranged attacks being overpowered.

My understanding is that it is not staying this way.

No... I believe rooting was done because we were able to solo the pathetic PVE content via kiting.
The devs stated that it was done because ranged attacks were an "I Win" button in PvP, not that I expect you to take them at their word. Apparently some folks complained about getting owned by range in PvP...

Yeah i actually wondered at the time if that was more a lack of ability at using gap closers and getting melee weapon combos worked out - however I seem to always end up building crafters so I have no real PvP experience to really comment.

Goblin Squad Member

Morbis running naked through the alpha killing people in town showed that range was over powered. Melee is still at a rather large disadvantage to range letting them move again while they fight would just make it even worse until the gap closer actually work and the server can actually handle melee attacks against moving targets.

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What i think the OP might be talking about is how if you que up an action that you do not have the stamina for and then you start moving your character will stop moving and use the ability as soon as it has the ability to do so. That is supper annoying and should go away as soon as possible.


Gol Phyllain wrote:
Morbis running naked through the alpha killing people in town showed that range was over powered. Melee is still at a rather large disadvantage to range letting them move again while they fight would just make it even worse until the gap closer actually work and the server can actually handle melee attacks against moving targets.

Good gods! Someone who agrees with me! That's it, I'm joining Golgatha. j/k


Gol Phyllain wrote:
What i think the OP might be talking about is how if you que up an action that you do not have the stamina for and then you start moving your character will stop moving and use the ability as soon as it has the ability to do so. That is supper annoying and should go away as soon as possible.

This. That said, when the big ranged rooting thing went down 3 months ago, what Pyronous is calling for was brought up then. Its a better alternative to straight up lockdown. However, I recall the devs saying they were not going to do this sort of set up. Who knows, though. They could have changed their mind.

Actually, I'd really like to know what exactly the devs are planning for ranged.


Nihimon wrote:
Apparently some folks complained about getting owned by range in PvP...

Triple post... Even with rooting, my bow build can own anyone in melee except the best built and best played characters. Even then, if I have terrain that allows my evaisions to go off flawlessly, I can win reliably.

Goblin Squad Member

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To a certain extent, one might say it's reasonable to expect some advantage for ranged over melee on an individual basis. Why do you think people invented bows and guns and stuff? Not being next to the person trying to beat you to death is usually just good planning. But it's a game and we want some balance, of course, and I think restricting (not necessarily removing, depending on your definition) kiting is a good solution both for balance and for making sense. Have you ever tried to shoot a bow on the run and actually hit anything? Maybe there could be a specific bow attack that allows movement, but it would have to take the kind of time it takes to do the basic exploit and do the kind of damage half-draw does to make any sense. Or have a chance to miss, which completely changes how the game works.

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Right now as a melee character you cant catch anyone who is just willing to run from you. If you give a bow man an ability that hits for 10 damage but lets him move at full speed he will use that to kill everyone he meets very slowly. Except other range people.

Goblin Squad Member

Capitalocracy wrote:
To a certain extent, one might say it's reasonable to expect some advantage for ranged over melee on an individual basis. Why do you think people invented bows and guns and stuff? Not being next to the person trying to beat you to death is usually just good planning. But it's a game and we want some balance, of course, and I think restricting (not necessarily removing, depending on your definition) kiting is a good solution both for balance and for making sense. Have you ever tried to shoot a bow on the run and actually hit anything? Maybe there could be a specific bow attack that allows movement, but it would have to take the kind of time it takes to do the basic exploit and do the kind of damage half-draw does to make any sense. Or have a chance to miss, which completely changes how the game works.

I said movement should interrupt the ranged attack that means if your attacking and you start to move the attack stops happening. I think it should be very clear that you cannot attack on the move if moving interrupts your attack. This is a realistic approach.

Goblin Squad Member

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Kadere wrote:
The rooting on ranged attacks is a temporary fix until ammo is implemented, so this discussion is moot.

Why do you even comment go away.

Goblin Squad Member

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Gol Phyllain wrote:
What i think the OP might be talking about is how if you que up an action that you do not have the stamina for and then you start moving your character will stop moving and use the ability as soon as it has the ability to do so. That is supper annoying and should go away as soon as possible.

It is extremely annoying and has lead to too many deaths, particularly against alpha wolves who root you once they hit you. There should be a way to avoid it - hit ESC so you don't have anything targeted when you start moving. However, you have no way of telling that there is an action queued up, so by the time you realise it is too late to do it.

Goblin Squad Member

Pyronous Rath wrote:
Kadere wrote:
The rooting on ranged attacks is a temporary fix until ammo is implemented, so this discussion is moot.
Why do you even comment go away.

This isn't actually a rebuttal to my point, you know.

@Bludd - as far as I know, GW haven't yet deliberately lied to us, so I feel no compulsion not to take them on faith with their statement on this matter.

Goblin Squad Member

Kadere wrote:


@Bludd - as far as I know, GW haven't yet deliberately lied to us, so I feel no compulsion not to take them on faith with their statement on this matter.

Not delivering on an intention is not a lie. Intentions are not guarantees or promises.

Goblin Squad Member

Gol Phyllain wrote:
Right now as a melee character you cant catch anyone who is just willing to run from you. If you give a bow man an ability that hits for 10 damage but lets him move at full speed he will use that to kill everyone he meets very slowly. [b]Except other range people.[b]

...and clerics (or wannabees) who carry a focus just so that they can run and apply constant healing to themselves while doing so.

Goblin Squad Member

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Gol Phyllain wrote:
What i think the OP might be talking about is how if you que up an action that you do not have the stamina for and then you start moving your character will stop moving and use the ability as soon as it has the ability to do so. That is supper annoying and should go away as soon as possible.

This.

This combined with the double durability loss bug has cost me almost three suits of armor in the past week.

Even funnier is pressing F1 and minor cure to try and heal yourself, THEN stopping to cast, casting the queued damage spell on yourself, while also letting the mobs catch up to you to pound on you again.

Also hilarious is having a group member get knocked unconscious, and while they are bleeding out you target them, press minor heal, then have your queued damage spell go off...

Fix this already.

Goblin Squad Member

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Gol Phyllain wrote:
Right now as a melee character you cant catch anyone who is just willing to run from you. If you give a bow man an ability that hits for 10 damage but lets him move at full speed he will use that to kill everyone he meets very slowly. Except other range people.

Yup. Every battle would become a running battle, more akin to a aerial dogfighting than a mideval or fantasy fight. It might be great fun for the shooters, but the overall flavor of the running battles makes the PvP seem out of place.

On the flip side, without some ability to run and shoot it's hard to catch someone who's just running away. But if objectives in PvP are tied to terrain, like towers in WoT and Outposts and POIs later... then people need to eventually stop running if they want to take objectives.

Goblin Squad Member

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It seem I was somehow unclear so I will try to explain how it should work. Billy the Bowman encounters some wolves Billy starts shooting the wolves at 35. Billy kills a wolf and severely damages the next wolf but now the wolfs are just 15 away and billy has more shots queued up. Luckily GW has changed to the non-retarded idea of movement interrupting ranged attacks instead of the opposite so mid draw Billy decides to bail and his shot is interrupted the que resets and billy escapes with his life.

Goblin Squad Member

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Gol Phyllain wrote:

Right now as a melee character you cant catch anyone who is just willing to run from you. If you give a bow man an ability that hits for 10 damage but lets him move at full speed he will use that to kill everyone he meets very slowly. Except other range people.

Right now u can't kill any one who wants to run from ueven if u are ranged.

Goblin Squad Member

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It's very clear and that's the way it should work; I've said this from the beginning. I was told however that they didn't have the time to code it that way. Here's hoping that will change.

Scarab Sages Goblin Squad Member

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Pyronous Rath wrote:
It seem I was somehow unclear so I will try to explain how it should work. Billy the Bowman encounters some wolves Billy starts shooting the wolves at 35. Billy kills a wolf and severely damages the next wolf but now the wolfs are just 15 away and billy has more shots queued up. Luckily GW has changed to the non-retarded idea of movement interrupting ranged attacks instead of the opposite so mid draw Billy decides to bail and his shot is interrupted the que resets and billy escapes with his life.

Great explanation. Great idea. This makes a heck of a lot of sense.

Goblin Squad Member

It's very similar to how DAoC works if any of you have played that.

Goblin Squad Member

Saiph wrote:
It's very clear and that's the way it should work; I've said this from the beginning, I was told however that they didn't have the time to code it that way. Here's hoping that will change.

Is there already an Idea scale for this I can vote on then?

Goblin Squad Member

Pyronous Rath wrote:
Saiph wrote:
It's very clear and that's the way it should work; I've said this from the beginning, I was told however that they didn't have the time to code it that way. Here's hoping that will change.
Is there already an Idea scale for this I can vote on then?

There was one when they originally asked for ideas; that was my idea. It was a long while ago... If you can find it you will also see where Ryan responded to me.

Goblin Squad Member

Personally, I'd prefer a more formalized attack queue. Sometimes I maneuver while I'm waiting for my stamina to go back up, and that doesn't always mean I want to wait to knock my next arrow any more than I have to. I'd like a button to stop an attack (make that I'd LOVE a button for that) but I don't want it to be my movement buttons.

Goblin Squad Member

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Caldeathe Baequiannia wrote:
Gol Phyllain wrote:
Right now as a melee character you cant catch anyone who is just willing to run from you. If you give a bow man an ability that hits for 10 damage but lets him move at full speed he will use that to kill everyone he meets very slowly. [b]Except other range people.[b]
...and clerics (or wannabees) who carry a focus just so that they can run and apply constant healing to themselves while doing so.

Running around with a holy symbol and minor cure works far better and allows you to use real weapons at same time.

Goblin Squad Member

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Yeah, if you can find the spell.

Scarab Sages Goblin Squad Member

Capitalocracy wrote:
Yeah, if you can find the spell.

If, as some suspect, training knowledge skills actually decreases your chances of getting good drops, then some of us may be waiting a long time to find any spells.

Goblinworks Executive Founder

Pyronous Rath wrote:
It seem I was somehow unclear so I will try to explain how it should work. Billy the Bowman encounters some wolves Billy starts shooting the wolves at 35. Billy kills a wolf and severely damages the next wolf but now the wolfs are just 15 away and billy has more shots queued up. Luckily GW has changed to the non-retarded idea of movement interrupting ranged attacks instead of the opposite so mid draw Billy decides to bail and his shot is interrupted the que resets and billy escapes with his life.

Meanwhile William doesn't start attack actions unless he's going to finish them, and he accepts that if the situation changes during the animation cycle the attack he delivers might not be the attack that he wants in 1.8 seconds.

Scarab Sages Goblin Squad Member

DeciusBrutus wrote:
Pyronous Rath wrote:
It seem I was somehow unclear so I will try to explain how it should work. Billy the Bowman encounters some wolves Billy starts shooting the wolves at 35. Billy kills a wolf and severely damages the next wolf but now the wolfs are just 15 away and billy has more shots queued up. Luckily GW has changed to the non-retarded idea of movement interrupting ranged attacks instead of the opposite so mid draw Billy decides to bail and his shot is interrupted the que resets and billy escapes with his life.
Meanwhile William doesn't start attack actions unless he's going to finish them, and he accepts that if the situation changes during the animation cycle the attack he delivers might not be the attack that he wants in 1.8 seconds.

But that would require not pounding a single key over and over as if we were lab rats with a cocaine dispenser! No fun at all!

Goblin Squad Member

Running away while spamming heal has saved my life a number of times, but I have to admit the strategy will become extremely expensive when charges get implemented, even if they don't impose some kind of "quiver of charges" concept to limit the number available at any given time.

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