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L3g3nd

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Tuesday, May 8th 2012, 12:46am

"Bugged" Rogue skill?

Ok, so I already made a post about this on the class-specific thread (Rogue) but I wanted to recommend, to Frogster and the technical team, that Vanish should get fixed.

If I can't have two threads about the same topic open simultaneously, feel feel free to close:
http://forum.us.runesofmagic.com/showthread.php?t=71087

Anyways, the skill I am referring to is "Vanish".

The problem encountered is that unlike what it says in the description "instantly leave combat and remove all aggro" it does NOT work like that in PvP.
Instead, if you have a ranged attack that "travels through the air" coming at you, it will hit you even after you pop vanish. Yes, I know Runes of Magic as auto-lock on so hits cast at the appropriate time WILL hit you no matter what.
However, this totally defeats the purpose of the skill and Vanish should not work like that. Lots of rogues have been complaining about this so I'm not the only one annoyed by this issue.
Vanish should be made so that it actually DOES take you out of combat because once the arrow or fireball hits you, you're out of combat again. Totally useless.

Please consider fixing this broken skill.
Thank you.

MegaMouseSEC

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Tuesday, May 8th 2012, 1:00am

I do not believe that it is Vanish that is broken. It is the mechanics of several other skills that is the culprit. As a mage I have started casting Flame, to only lose target lock on a Rogue just as the flame went off. Obviously the Flame hit the Rogue causing screams of hacker, cheater, and other words that cannot be posted here. Vanish does work as described in that it takes the Rogue out of combat, but when you have a giant Fireball already locked on and heading your way there really is no way to avoid it.
You must understand that a lot of skills once the cast bar is at a certian point will hit the target no matter what (I have seen my Flame chase down a Priest). This goes for a lot of skills that take time to cast. Most instant cast skills do not show this problem but I ahve seen a few. The real problem is not Vanish but the other skills that are locked on when Vanish pops.

L3g3nd

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Tuesday, May 8th 2012, 1:04am

Quoted from "MegaMouseSEC;529218"

I do not believe that it is Vanish that is broken. It is the mechanics of several other skills that is the culprit. As a mage I have started casting Flame, to only lose target lock on a Rogue just as the flame went off. Obviously the Flame hit the Rogue causing screams of hacker, cheater, and other words that cannot be posted here. Vanish does work as described in that it takes the Rogue out of combat, but when you have a giant Fireball already locked on and heading your way there really is no way to avoid it.
You must understand that a lot of skills once the cast bar is at a certian point will hit the target no matter what (I have seen my Flame chase down a Priest). This goes for a lot of skills that take time to cast. Most instant cast skills do not show this problem but I ahve seen a few. The real problem is not Vanish but the other skills that are locked on when Vanish pops.


What am I proposing here is for when Vanish is popped, the attack locked onto the rogue be negated.

To me out of combat means there is no more danger in your way and if there's a searing fireball coming your way, then you're obviously not safe.

MegaMouseSEC

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Tuesday, May 8th 2012, 1:17am

Like I said L3g3nd the skill Vanish itself is not the problem. it is the other skills that need attention. I feel your pain on this and wish something could be done. But unless Runewaker sees this post in its entirety they might do something unintended like break Vanish further which I believe you do not want. I admit that I do not know just how the programming is for certian skills, nor how they determine how to lock on and when to continue on to a target regardless of if said target is out of combat or not, but if you watch a mage in PVE you will see when they use Flame their target is out of combat (and yes Flame can one shot most mobs in the game). I am unsure of the many problems that changing the castable attack skills will create. Maybe someone in programming can shed some light on this problem and let us know if it is even possible to fix it.