Your suggestion is still the plan. It was a superior idea, so it won.We will still allow players to choose between three variants:- a no cooldown,short range and basic cast time version doing less damage than a bolt.- a channeled version, like a flame thrower or a sith lord force lightning.- a charge up version with increasing damage over charge. (your suggestion)
The only thing wrong with rays was that they could be chain cast en masse. I don't think that having one spell you can use every 10-15 second, with short-medium range that does damage similar to the bolt and is instantly cast was game breaking and needs to be revised.What is motivating you to make the change? What do you see wrong with the spell itself? I'm talking here about the individual spell rather than macro ray machine guns.
So it's a one spell that you can't reactively counter. It was more expensive than bolt to cast had short range and a cooldown. Does that really call for a nerf? Mages ruled supreme because of the aoes, not rays (at least after they fixed the ray machine gun)That's a 25 damage on a full infernal destroyer, every 10 seconds, I don't see how it calls for balancing.
@nietoperz The problem of an ability that is both instant travel and instant cast makes it easier to aimhack with.If you combine it with the no warning aspect, and the abiity to chain it, it becomes a balance nightmare.We will also add shared cooldowns to rays to prevent the issue you raised.With the three variants we'll offer we can actually increase ray damage on the maximum charged one, and make it situationally interesting. It won't prevent people using hacks for releasing when on a valid target, but at last they will be vulnerable while they cast and there is a counter through blocking.@Inositol Not the front/back aspect, but the charge up mechanic.The charge up will be longer for max damage than in the linked video, with a unique sound cue to warn the target.In combination with our changes introducing timed parrying/blocking and staves parrying, we could see fast reaction time players negate rays by turning around and parry, but would loose ground since it would slow them down.
The problem of an ability that is both instant travel and instant cast makes it easier to aimhack with.
@nietoperz The problem of an ability that is both instant travel and instant cast makes it easier to aimhack with.
Crossbows will have a travel time, they will just be faster than arrows. Crossbow will also require you to stop to reload. So they serve the same purpose of instant cast, but in a different non-repeatable way.
With the charge up we can make it start low damage, but still instant, but raise pretty high with charge-up to encourage players warning the enemy. The choice will be "should I release now and do some instant damage to the back, or get greedy, do maybe more damage but risk getting negated entirely?"