Dec 14, 2005, 03:29 PM // 15:29
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#21
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Frost Gate Guardian
Join Date: May 2005
Profession: W/E
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I have always been confused about this as well, I liked Ruin's explanation.
Quote:
Originally Posted by Ruin
You're a spellcaster, you channel your concentration, magic power, and all of that (itemized as 'energy') into preparing to cast a spell. You could suddenly decide 'hey I don't want to cast that' and cancel it, but you've still focused a portion of your power into that spell, whether you finished it or not.
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Aside from liking his explanation I still do not like the end effect. I Like the proposal of getting a certain amount of energy back based on the time you spent casting the spell before you canceled.
Also, if a spell is interrupted, you should still lose all energy it took to cast the spell - isn't this a big part of the reason there are interrupt skills in the game? If the just interrupted with no mana loss the opponent would just do somehting else with little or no consequence to being interrupted in the first place.
Anyway, for the most part
/signed
Shmash
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Dec 14, 2005, 04:35 PM // 16:35
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#22
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Frost Gate Guardian
Join Date: Nov 2005
Location: Texas
Guild: There Is No Cow Level [cow]
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Quote:
Originally Posted by Shmash Witdaclub
Also, if a spell is interrupted, you should still lose all energy it took to cast the spell - isn't this a big part of the reason there are interrupt skills in the game? If the just interrupted with no mana loss the opponent would just do somehting else with little or no consequence to being interrupted in the first place.
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I don't think anyone has proposed getting your energy back if you get interrupted.
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Dec 14, 2005, 04:38 PM // 16:38
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#23
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Desert Nomad
Join Date: Oct 2005
Profession: W/Me
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I'd like for that annoying bug to be fixed whereby if you're running and you cast a spell/use a signet, some odd sequence of events follow where you stop briefly, but the spell/skill somehow manages to interrupt itself and fails. You lose the energy and the thing never worked
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Dec 14, 2005, 04:45 PM // 16:45
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#24
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Banned
Join Date: Oct 2005
Guild: Playboy Entertainment
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i think canceling a skill and the energy cost for it is a penelty, i don't think it's a bug.
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Dec 14, 2005, 05:56 PM // 17:56
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#25
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Desert Nomad
Join Date: Oct 2005
Profession: W/Me
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No there's definately a glitch, try running (autorun with "R", or just normal) and then use a skill/spell e.g. Healing Signet, and you'll stop running, start using skill and it fails! Not every time but enough times that it's annoying
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Dec 14, 2005, 06:05 PM // 18:05
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#26
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Frost Gate Guardian
Join Date: Nov 2005
Location: Texas
Guild: There Is No Cow Level [cow]
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Quote:
Originally Posted by Xenrath
No there's definately a glitch, try running (autorun with "R", or just normal) and then use a skill/spell e.g. Healing Signet, and you'll stop running, start using skill and it fails! Not every time but enough times that it's annoying
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they're 2 independent things. the skill-fails-because-you-were-running is almost surely a bug, but they could fix that and leave it so you still pay the energy penalty when you cancel your skill (i.e. via pressing "esc").
personally i really like the "percentage of casting time remaining energy back" idea
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Dec 14, 2005, 11:38 PM // 23:38
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#27
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Ascalonian Squire
Join Date: Sep 2005
Guild: DSE
Profession: W/Me
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That canceling while autorunning has screwed me over before. I hate it.
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Aug 05, 2006, 11:08 AM // 11:08
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#28
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Ascalonian Squire
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/signed
The partial energy back sounds nice.
I'd like the run cancel bug fixed, also maybe a different way to cancel out of skills rather than run, cause I like to cast skills then run, and you can somewhat queue skills that you cast, I like to be able to queue my running for after I cast the skill instead of accidentally canceling out of the skill at the very end of casting it cause it hit run a millisecond to early. Maybe a 'point of no return' (*sings phantom* lol) thing instead though, so if you hit run at what you think is the end of the spell if its not the end it wont cancel if it'd gotten to a certain point in the cast.
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Aug 05, 2006, 03:10 PM // 15:10
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#29
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Lion's Arch Merchant
Join Date: May 2006
Location: Awesometon.
Guild: Ministry of Fate [MoF]
Profession: W/
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Meh, why not...
/Signed, cos it's one of those irritating things.
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Aug 05, 2006, 03:15 PM // 15:15
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#30
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Banned
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/Not-signed
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Aug 05, 2006, 03:38 PM // 15:38
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#31
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Jungle Guide
Join Date: May 2005
Location: Finland
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Quote:
Originally Posted by Mysterial
How about you recover an amount of energy proportional to how far along the casting got? i.e. if you were 0.25 seconds into a 1 second spell you get 75% of the energy cost back.
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I like from this idea. However, there should be exceptions like when the target has Spell Breaker or something similar. Then you would lose the energy.
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Aug 06, 2006, 05:06 AM // 05:06
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#32
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Krytan Explorer
Join Date: Aug 2006
Location: Texas
Profession: E/
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i like the idea of percentage regain.
/signed
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Aug 06, 2006, 06:48 AM // 06:48
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#33
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Banned
Join Date: Dec 2005
Guild: Il Power Overwhelming Il [HaX]
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Absolutely not. For one, it would make interrupts lose their usefulness. If you could cancel a skill anytime, you could "on/off" a skill until the interrupter wastes a skill.
Another issue about canceling interrupts is that it reduces the risk factor when using a spell such as meteor shower. If you could cancel it anytime for a full refund, there would be no risk in throwing it around.
Maybe your idea could be made into a skill (stance; the next time you cancel a skill, you gain energy equal to that spell's cost.), but not as a mechanic.
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Aug 06, 2006, 02:33 PM // 14:33
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#34
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Wilds Pathfinder
Join Date: Aug 2005
Location: London, UK
Guild: Powerpuff Boys [PUFF]
Profession: R/
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When you are running and want to cast a skill, spam it like crazy - ever since I've been doing that they never fail on me again.
I know what you mean tho, pisses me off when I'm lazy-playing.
Quote:
Absolutely not. For one, it would make interrupts lose their usefulness. If you could cancel a skill anytime, you could "on/off" a skill until the interrupter wastes a skill.
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You can do this anyways, it doesn't take too much for an interrupter to cast their skills. cast cancelling ftw. Also, against mesmers it always nice to cast-cancel skills and then throw in a signet. Always gets em with their power leech/spikes. Works like a charm ^^
But yeh, /signed to the percentage cost back for duration you spent casting cast.
Last edited by Ventius Hozza; Aug 06, 2006 at 02:36 PM // 14:36..
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Aug 06, 2006, 02:38 PM // 14:38
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#35
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Jungle Guide
Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
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you started casting it your energy got used then
It's like starting up a car with gas in it, you don't get the gas back if somehow your masacre your car... put it in drive and floor it lol!!!
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Aug 06, 2006, 03:16 PM // 15:16
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#36
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Krytan Explorer
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Quote:
Originally Posted by Medion
Maybe:
You casting long-time spell
Enemy monk casts Spellbreaker
You cancel the spell as you saw him using it.
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yeah as punish you lose energy simpel as..
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Aug 06, 2006, 04:03 PM // 16:03
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#37
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Desert Nomad
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I wish it was possible to cancel a spell with 1 second cast time. Nearly every healing prayers skill is, and when I heal someone that gets healed by some other means and is no longer in trouble, I try to cancel it to heal someone else and it's like it stops responding. Your character just carries on. Only longer cast time spells can be stopped in my experience.
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Dec 03, 2006, 03:16 PM // 15:16
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#38
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Ascalonian Squire
Join Date: Aug 2006
Location: Pennsylvania
Guild: The Teutonic Warriors [TW]
Profession: Me/
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The main thing you currently get back from cancelling a spell is the rest of the time it would have taken to cast. Accidently casting/cancelling (outside of glitches) is the players fault, as I think nobody here disagreed with, and taking the energy hit is the consequence. As for getting back energy from cancelling when, say, noticing a spellbreaker in your way is just like cancelling to deke out an interrupter. You casted with the full intention of casting, and again get hit with the consequence.
/unsigned
As far as Exhaustion, I also dislike when I get hit with it when I accidentaly or intentionally cancel a spell. However, it's unlikely to change that due to the way exhaustion would end up interracting with interrupts.
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Dec 03, 2006, 07:59 PM // 19:59
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#39
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Krytan Explorer
Join Date: Jul 2006
Guild: Defiant Dragons
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Quote:
Originally Posted by Mysterial
How about you recover an amount of energy proportional to how far along the casting got? i.e. if you were 0.25 seconds into a 1 second spell you get 75% of the energy cost back. This would also work around the bug where you go to hit a spell, your computer hitches for a second (GW does that all the time for some reason, at least for me), causing the game to cancel the spell immediately after you start casting.
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This seems a good idea, although like someone pointed out, if you're interrupted, as opposed to canceling it yourself, you should lose the entire amount. Can anyone see a reason this would be unbalancing, game- or immersion-breaking, or any other reason it shouldn't be done?
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Dec 03, 2006, 09:05 PM // 21:05
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#40
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Wilds Pathfinder
Join Date: Nov 2005
Location: London, UK
Guild: Rite Of Passage [RP]
Profession: E/Mo
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Quote:
Originally Posted by Phades
Personally i just hate it when the exhaustion hits the pool, but no spell effect happens.
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Changing that would screw up Second Wind usage, as i always cancel it a few times before a confrontation even begins.
Besides, this whole canceling cost thing is part of what being a caster is all about. If it ain't broke...
/not signed.
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