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View Full Version : Caster Interupts


Elwyndas Ellorian
06-01-2008, 12:13 PM
In watching multiple beta vids of RvR, at times it looks like melee characters are beating on casters, but the casters are still casting. Not getting interupted like they do in DAoC.

Personally, I think that would be fantastic and hope that is the case. They should be allowed to dish back damage in the form of spells while being attacked via melee. It would fit the goal of Mythic that every character is a damage dealing class. In DAoC, once a melee character is on a caster, they must run or die. There is no opportunity to stand and fight as every attempt to cast is interupted. I had a Druid with a pet that upon occassion would single-handedly kill a caster I sicked him on as they would try to staff it to death when it was a high level pet I had buffed to the nuts.

So I'm hoping there is no interupt. Any feedback?

Garthilk
06-01-2008, 12:26 PM
There are interrupts as well as delay abilities I belive.

Chazz
06-01-2008, 12:35 PM
There are interrupts as well as delay abilities I belive.

Basicly. I can't tell from what's been released if it's going to be the classic "get hit by anything and lose some casting time" or if certain abilities are needed to do it. They're probably going to have at least some total interrupt things, i can especially see tanks having a "KNOCK it off!" type ability.

Jg117
06-01-2008, 12:45 PM
Yeah, I think delays are the way to go. I cant stand having almost finished a spell that would otherwise kill the person attacking me, getting interrupted, then having to run away and end up getting killed.

I think interruption will be for some very powerful spells so people can be like "OMFG, HES CASTING _____ GET HIM!"

Aqe
06-01-2008, 01:09 PM
Hopefully they will land some where between DAoC and WoW interrupt systems.

Elwyndas Ellorian
06-01-2008, 02:35 PM
I haven't played a lot of games. Essentially, I rolled DAoC on day one and played it up until about a year ago. So in what way is an interupt different than a delay. I have to agree that having a spell in progress and having it interupted is a pain. Does delay allow you to finish that spell, but delay you from casting the next?

Kaeldor
06-01-2008, 08:20 PM
I haven't played a lot of games. Essentially, I rolled DAoC on day one and played it up until about a year ago. So in what way is an interupt different than a delay. I have to agree that having a spell in progress and having it interupted is a pain. Does delay allow you to finish that spell, but delay you from casting the next?

Have you played WOW? A delay as like in that game. Your casting bar is set back a bit, so you won't cast the spell as fast as if no one is pounding on you. But eventually it'll go off (if you don't die in the meantime). As far as I know in DAOC you were totally interrupted, so no progress on your casting bar at all. Also I think in WAR the delay is on dimishing returns (please correct me if that is wrong).

In WAR and WOW, there are only certain skills, which have cooldowns, that can totally interrupt you, or silence you for a some time.

logicalmayhem
06-01-2008, 08:26 PM
yeah they seem to have push backs like wow . ill see how it goes

ide like a system like wows with less ways for casters 2 gain range

if your in mele with a MDPS you should be dead realy. if your group cant protect you death should come on swift wings :P

Mortissia
06-03-2008, 07:51 AM
yeah they seem to have push backs like wow . ill see how it goes

ide like a system like wows with less ways for casters 2 gain range

if your in mele with a MDPS you should be dead realy. if your group cant protect you death should come on swift wings :P

I'll concede your view if an MDPS at range is "dead" from an RDPS. The one advantage RDPS has is ... well ... Range. If it isn't an advantage then we have DAoC all over again.

My reverse point is sarcasm, of course. My real point is that RDPS needs some way of evening the score. In DAoC there was little chance to get a kill at range except against other RDPS. At melee distance there was little chance to do anything at all. Some compramise of balance must be struck.

Kaeldor
06-03-2008, 04:31 PM
Especially as melee characters get skills to close the range fast. Either they should have to run up then, or you'd have to make the spells so powerfull, that you can kill a melee character with a few spells. Both doesn't seem to be fun.

Also it's not much fun to play a character that has zero CC.

It's hards to balance though that is true.

Estebar
06-06-2008, 05:27 AM
Here's hoping that the Archmage gets abilities which inflict delays, interrupts and silences on enemy casters.

Valrin
06-17-2008, 06:21 PM
Have you played WOW? A delay as like in that game. Your casting bar is set back a bit, so you won't cast the spell as fast as if no one is pounding on you. But eventually it'll go off (if you don't die in the meantime). As far as I know in DAOC you were totally interrupted, so no progress on your casting bar at all. Also I think in WAR the delay is on dimishing returns (please correct me if that is wrong).

In WAR and WOW, there are only certain skills, which have cooldowns, that can totally interrupt you, or silence you for a some time.
the delay is not, in fact, on diminishing returns in wow. if you're trying to cast a 3s cast with a rogue on you, it'l go off in about 12s, keeping in mind he forgets how to kick (interrupt with 10s cooldown)

Valrin
06-17-2008, 06:23 PM
Especially as melee characters get skills to close the range fast. Either they should have to run up then, or you'd have to make the spells so powerfull, that you can kill a melee character with a few spells. Both doesn't seem to be fun.

Also it's not much fun to play a character that has zero CC.

It's hards to balance though that is true.
I think CC is good, just not when some classes are loaded with it like in WoW. small CC effects, like ones that last maybe 4-6 seconds are good, not like fears/blinds/saps/polymorphs/roots in wow that last from 8 to 20 seconds.

Valrin
06-17-2008, 06:26 PM
yeah they seem to have push backs like wow . ill see how it goes

ide like a system like wows with less ways for casters 2 gain range

if your in mele with a MDPS you should be dead realy. if your group cant protect you death should come on swift wings :P
Wait...You want less ways for casters to gain distance from their target, AND want melee to be able to instakill ranged?

Kaeldor
06-17-2008, 08:37 PM
I think CC is good, just not when some classes are loaded with it like in WoW. small CC effects, like ones that last maybe 4-6 seconds are good, not like fears/blinds/saps/polymorphs/roots in wow that last from 8 to 20 seconds.

I agree 100% with that. Loosing total control of your character for a "long" time is not fun.

Meatyman
06-24-2008, 10:56 AM
I agree 100% with that. Loosing total control of your character for a "long" time is not fun.

Agree also, from what i remember them saying in podcasts is that there will be CC and interrupts, but they wont last long; like 2-4 seconds, and you wont be able to pull a lot of them off at once.

Furthermore im sure us casters will have abilities so we can get away from melee, such as immobilising them or a small teleport, maybe

Pyratic
06-24-2008, 11:00 AM
Hrmm all the vids I have seen they dont get interrupted when hit. :confused:

Aequitas999
06-24-2008, 11:02 AM
Hrmm all the vids I have seen they dont get interrupted when hit. :confused:

Knockback seem to interrupt casting, I saw a Zealot's heal interrupted when he was knocked back on the recent ign vid

Howley
06-24-2008, 01:27 PM
ye thats one thing that mythic have taken from WoW, the concept of ur casting timer being knocked back rather than stopped insta (altho enough dmg and it will "disrupt" u too)
as for CC, i believe there are Tank stuns or knockdowns and roots from casters and/or healers.
like in DAOC CC has an immune timer after so u cant be chain-rooted etc. iirc its x6 the timer of the CC (eg. 10sec root = 60sec immunity)

wjrasmussen
06-24-2008, 01:51 PM
ye thats one thing that mythic have taken from WoW, the concept of ur casting timer being knocked back rather than stopped insta (altho enough dmg and it will "disrupt" u too)
as for CC, i believe there are Tank stuns or knockdowns and roots from casters and/or healers.
like in DAOC CC has an immune timer after so u cant be chain-rooted etc. iirc its x6 the timer of the CC (eg. 10sec root = 60sec immunity)Knockback is from City of Heroes which predates Wow.

Gorrr
06-24-2008, 02:11 PM
I agree 100% with that. Loosing total control of your character for a "long" time is not fun.
And when 99% of all your relevant skills have cast time, and someone is bashing your face in melee, that's loss of control too.
Say no to auto-attack interrupts like in wow.

Kaeldor
06-24-2008, 08:27 PM
And when 99% of all your relevant skills have cast time, and someone is bashing your face in melee, that's loss of control too.
Say no to auto-attack interrupts like in wow.

It all depends, if you have enough ways to get out of reach, or short-time/instant casts I wouldn't care that much. Also I've heard that the setback is on dimishing returns, no idea though if this is true or not.

Howley
06-25-2008, 04:55 AM
Knockback is from City of Heroes which predates Wow.
OIC... tbh i played CoH for a total of 1month i fink when it was released and got my slow flying fire guy and keep at DAOC ;)