Casting speed should reduce endlag

ok :100: fair point

god I hope so man literally every single fight i’ve seen played out the exact same way with no easily noticeable variety

yea you still haven’t really given an answer to what hover magic is even gonna be tho, couldn’t you just make hover magic something that people would use for aerial combat?

But like . . . at higher levels the moves will be bigger so you’ll still have to be further away to avoid just getting bit by everything

The thing with aerial immobilization is that as you fall the sudden stopping creates more planes, so you’d need a level of prediction as to their fall speed and likelihood to strike at x point during their fall.

That’s how I see it, anyway. Could be for a totally different reason

Or you mean badass looking giant blasts raining hell from the sky with cool clashes. If you want to talk about the lowest skill level players, they’re probably going to use AoE weapons and lost spells and not just a plain beam you get at level 75, summoning fucking gattling blasts and elementals.

blasts might not even get like super big at lvl 5k cause they’re apparently capped at lvl 850 when it comes to their size growth from the lvl :frcryin:

yea and they will get 3 blasted into hell while immobilized :pensive:

yes but you would be to not only adjust your camera, but the position of your character to increase your accuracy

I mean come on people getting sniped by gold blasts in the air, how hard would it be if we could move on top of that

Yes, you’re definitely gonna be a fucking turtle with 0 casting speed and did you see how fast blasts fired and how little endlag there was before it got accidentally removed. That’s coming back so if you can 3 blast a 1 blast going that fast, you are a fucking prediction god and that’s not reaction speed.

hmm
me, who’s planning to use flare, has a character based around summoning, and is trying to get a crystal gatling build:
sweats

lotta good that aoe will do ya once you get 20/20/20 beamed

@liu Hate to be that guy but since this exploded into a full argument, is it worth closing?

the argument is literally over and not even heated what do you even mean bro

That’s true, but from what I’ve seen Hovering is really vulnerable to being hit since you’re basically just walking

idrk what you’re trying to get at with this. Gold blasts are slow, so you shouldn’t be getting sniped long distance (unless you mean they’re being sniped out of good reads from the Gold user, which isn’t a problem).

It seems chill enough and neither Meta nor Vetex closed it. I think it’s okay for now

WHAT DO YOU MEAN BRO

FUCKING CAPTAINS SPINNING IN A CIRCLE IN THE AIR AND YOU CAN’T HIT THEM AT ALL WDYM YOU’RE REALLY VULNERABLE

With this I’m trying to get at that it’s possbile to hit people with a slow ass magic such as gold IN THE AIR, so it wouldn’t be impossible to hit them in the air if immobilization was removed or the way it worked changed

mmm okie. (somehow not 10 characters)

mmm okie.

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Could you show me a clip of it? It’s been a while since I’ve seen stuff

Air movement is fairly limited, so once you’ve the speed at which one falls it’s easy enough to get around. Remove that and you have to rely entirely on hard reads instead of being rewarded for punishing dumb moves

mmm okie.

yea I don’t have it recorded and the cap would have to actually spin but I’ll get you a vid

unless I’ll be unlucky af and the caps will multi cast 20 beam spells 100% of the time and will never even jump once or something

dude you can’t punish someone deciding to move to the right while falling :fr:

you can hit them, but that’s not punishing lol

and also sprint is a thing which increases your velocity in the air sooooo, not really limited, it’s just that you’re moving down all the time

That’s why the endlag lets you do that

what counts as punishing then?

Sprinting is still really linear/limited and easily accounted for when you consider beam, blast, and explosion aoe. With them moving down all the time that’s what I mean by having a level of aim prediction. Moving down is more difficult to account for than sprinting in the air since it’s significantly faster, however it’s also more consistent unless they decide to use a move (in which case you punish)

which is stupid cause it lowers the skill ceiling and forces the player to watch their character get hit while they are completely disconnected from it, punishing shouldn’t be the only way to play the game

punishing is for example using a 3 blast against someone who just self exploded
(this is what I see as countering) or putting an explosion on a tree, because they hid too close to it.
or throwing dual daggies or ragestorming because they dared cast a beam at point blank range

or simply put, putting someone at a tactical loss/ outtrading their damage after they’ve attempted a risky maneuver( I.e a 20 barrage, which has a high damage potential but immobilizes you and requires an aimbot in order to actually dish out enough damage for it to be worth using on a regular basis)

just hitting someone isn’t being punishing them
and the difference between countering and punishing is severity

that’s how I see it at least

it doesn’t matter if it’s linear or limited, it allows you to swiftly move and dodge in the air while holding a weapon since it semi-shift-locks your character, and you get a LOT of movement control while holding a weapon

istg you can change your movement direction by simply turning the camera around, it’s very effective when it comes to dodging projectiles

It punishes the player and provides an opportunity for counterplay. Even if an attack is successful it doesn’t mean you should be completely invulnerable by it.

When you eliminate end lag it becomes just hitting each other. And while I will agree that I should have differentiated punishment and counterplay, you still should be provided the opportunity to do either when you take the risk of attack

I don’t see how this applies to end lag, since you’re still not moving that much physically in a way that isn’t entirely predictable

The actual movement doesn’t change much, just the direction you’re facing. Why would you turn your camera around anyway? In fighting games you focus on your opponent. Wouldn’t it be safer to just press one of the WASD keys and have the same movement speed/output?

(unless that part of movement changed, bur as far as I understand it being semi- or even fully shiftlocked only changes the direction you face and not actual movement speed)