[Bug] Regulus abort sniping

When using the sniping skill on a dg that use a teleport scroll, the skill can abort once the dg finish the casting. I notice it happen often when the skill casting time reach 50%.

2,080 views 9 replies
Reply #1 Top

this is repeatable - once snipe has channeled for a certain amount of time it should always proc, imo, but sometimes your snipe will be very close to trigger (like 80-90% through channel bar) and abort because the enemy has teleported just before the shot.  (To clarify, I'm not talking about when you just start a snipe channel and the enemy ports out.  It should abort then)

Reply #2 Top

I'm not sure what flurus meant, but imo any targeted skill should abort if the target finishes cast in the teleport. UB spit, Rook Hammer Slam, TB fire ball, Reg snipe, Sedna Pounce...  There's no point in a skill hitting a target that has just teleported out.

Reply #3 Top

Quoting Rumors, reply 2
I'm not sure what flurus meant, but imo any targeted skill should abort if the target finishes cast in the teleport. UB spit, Rook Hammer Slam, TB fire ball, Reg snipe, Sedna Pounce...  There's no point in a skill hitting a target that has just teleported out.
End of Rumors's quote

Snipe was designed specifically so that it would home in on Dgs that have ported elsewhere.  It should abort if the snipe was started late in the port channel, but if not it should trigger consistently, which it doesn't. 

Reply #4 Top

So what your saying is that snipe should finish cast and home to the target where ever he is even if the target ported out and is long gone when you finish the cast? He finishes casts and hits him even if he can't see him?

Dont you think that is a bit too much for a direct damage skill?

 

I think, snipe or whatever other skill, should allways be interrupted if you lose sight of your target, ie he runs away or ports out.

Reply #5 Top

Quoting Rumors, reply 4
So what your saying is that snipe should finish cast and home to the target where ever he is even if the target ported out and is long gone when you finish the cast? He finishes casts and hits him even if he can't see him?

Dont you think that is a bit too much for a direct damage skill?

 
I think, snipe or whatever other skill, should allways be interrupted if you lose sight of your target, ie he runs away or ports out.
End of Rumors's quote

I can tell you that it's how they designed it: http://forums.demigodthegame.com/332663 and I think the 40% damage nerf Snipe got for 2D might be related to this type of thing. 

Having said that, I don't think it's OP in concept, because it forces the opponent to make an interesting choice - finish the port and take the additional damage or take the snipe from up close and risk additional damage from other abilities. 

In practice, it meant that an experienced Reg could time snipe to get the last hit on a DG even at their crystal and that no good player facing that Reg would ever let their health get low enough to take a snipe-kill if they could possibly help it. 

In 2D what we are seeing is that Snipe will abort instead of homing the port maybe 30% of the time, so regardless of balance considerations its technically bugged. 

Reply #6 Top

This could be a bug or an unfinished WIP feature.

Reply #7 Top

so do we want to abort the snipe or not?    I like being able to bale out of my actions with a teleport scroll (since I'm probebly using it to save my life)

Reply #9 Top

How about the following: If target leaves snipe range, snipe aborts.  So teleporting or moving is all good. However if target teleports within snipe range then snipe away.