During PTS, they've touched the skill once or twice and at least added the stagger proc on the first AoE cast. But I don't really know if they've ever explained this cast time on this skill.
thank you @Thevampirenight
I just saw this on reddit:
https://www.youtube.com/watch?time_continue=467&v=OqVRCFWhpTQ&feature=emb_logo
He has a parse and a parse describtion inside, so my thinking was wrong, because I thought StamDK got a spammable now but it isn´t. It s just for those stagger stacks. I´ll try this this evening again on the dummy und try to not cancel my skill xD
But tbh I wished they listened to the community and gave StamDK a normal spammable not a fancy looking support tool
thanks all for your inputs!
Thevampirenight wrote: »What they are trying to do is stop players from overloading the server with lag by the way of animation canceling. When players do it they are desyncing their clients from the server and desyncing lagging other players and causing all kinds of issues. Its possibly one of the biggest factors for how bad game performance is right now. Expect to see a lot more cast times on abilities or reworkings like the shield changes.
For a long time they have ignored the animation canceling which seemed to be purposely but not knowingly lagging oneself and others out for faster combat and to deal more damage. Possibly duping damage by the animation canceling making that being another side effect possibly to this. It wasn't until Gilliam explained it to us that we got to see the some of the extent of what Animation canceling does to the game. Because before they didn't give us this information which I think they should have. But yes I think they trying to fix animation canceling or reduce it.
Its likely the biggest reason why they put the cast times on most of the ultimate abilities. Because many of those abilities do a lot of aoe damage or healing or damage in general. Another big factor in performance since they are reworking how Aoe works. Plus also animation canceling with huge aoe effects could have been downgrading performance even more then the typical ability. So Cast times are a stop fix for this issue.
He explains it and what animation canceling actually does. He even says its something they trying to fix.
Cast times makes it harder to animation cancel so this is the likely the reason for the cast time on the ability. So they are likely targeting the animation canceling directly to fix a lot of performance issues with the game.
Thevampirenight wrote: »What they are trying to do is stop players from overloading the server with lag by the way of animation canceling. When players do it they are desyncing their clients from the server and desyncing lagging other players and causing all kinds of issues. Its possibly one of the biggest factors for how bad game performance is right now. Expect to see a lot more cast times on abilities or reworkings like the shield changes.
For a long time they have ignored the animation canceling which seemed to be purposely but not knowingly lagging oneself and others out for faster combat and to deal more damage. Possibly duping damage by the animation canceling making that being another side effect possibly to this. It wasn't until Gilliam explained it to us that we got to see the some of the extent of what Animation canceling does to the game. Because before they didn't give us this information which I think they should have. But yes I think they trying to fix animation canceling or reduce it.
Its likely the biggest reason why they put the cast times on most of the ultimate abilities. Because many of those abilities do a lot of aoe damage or healing or damage in general. Another big factor in performance since they are reworking how Aoe works. Plus also animation canceling with huge aoe effects could have been downgrading performance even more then the typical ability. So Cast times are a stop fix for this issue.
He explains it and what animation canceling actually does. He even says its something they trying to fix.
Cast times makes it harder to animation cancel so this is the likely the reason for the cast time on the ability. So they are likely targeting the animation canceling directly to fix a lot of performance issues with the game.
It’s an interesting video but he doesn’t seem to say anything about animation cancelling in general, just block cancelling. It’s specifically about how block was being handled on client and server leading to client-server desyncs when block cancelling.
The cast times on ultimates were added so that block didn’t complete hide their animation. Block now defers to the server’s timing and plays more of the previous skill’s animation without affective the damage timing in a way that causing desyncs. If it works then it could be an argument for removing those ultimate cast times.
juhislihis19 wrote: »Apparently it is not cheaper, but approximately the same cost because Helping Hands won't give stamina back?
Well at least NMA won't increase the cost now that much. How is Leap?
Thevampirenight wrote: »Thevampirenight wrote: »What they are trying to do is stop players from overloading the server with lag by the way of animation canceling. When players do it they are desyncing their clients from the server and desyncing lagging other players and causing all kinds of issues. Its possibly one of the biggest factors for how bad game performance is right now. Expect to see a lot more cast times on abilities or reworkings like the shield changes.
For a long time they have ignored the animation canceling which seemed to be purposely but not knowingly lagging oneself and others out for faster combat and to deal more damage. Possibly duping damage by the animation canceling making that being another side effect possibly to this. It wasn't until Gilliam explained it to us that we got to see the some of the extent of what Animation canceling does to the game. Because before they didn't give us this information which I think they should have. But yes I think they trying to fix animation canceling or reduce it.
Its likely the biggest reason why they put the cast times on most of the ultimate abilities. Because many of those abilities do a lot of aoe damage or healing or damage in general. Another big factor in performance since they are reworking how Aoe works. Plus also animation canceling with huge aoe effects could have been downgrading performance even more then the typical ability. So Cast times are a stop fix for this issue.
He explains it and what animation canceling actually does. He even says its something they trying to fix.
Cast times makes it harder to animation cancel so this is the likely the reason for the cast time on the ability. So they are likely targeting the animation canceling directly to fix a lot of performance issues with the game.
It’s an interesting video but he doesn’t seem to say anything about animation cancelling in general, just block cancelling. It’s specifically about how block was being handled on client and server leading to client-server desyncs when block cancelling.
The cast times on ultimates were added so that block didn’t complete hide their animation. Block now defers to the server’s timing and plays more of the previous skill’s animation without affective the damage timing in a way that causing desyncs. If it works then it could be an argument for removing those ultimate cast times.
Well I don't know why the cast time were added to stone giant, so they couldn't be animation canceled but it could have been put in for any number of reasons. I don't know if block is the main reason for that. Counterplay could be another possibility so a mix of factors. Its been several days since I watched the video or more then that. But what was said on there give me the impression they have known about the animation canceling desync thing for some time and I think these changes didn't happen over night. So I think it would be if not the main reason for the cast times the main reason why more abilties will be given these cast times. So I doubt they are going to remove those, when clearly they seem to be adding the cast times to base game abilities.
For performance I think they are going to put them on the most problematic of abilties that might hurt performance. Plus overhaul way aoe works with the server something they mentioned they were going to do during the greymoor live stream.
So I doubt those cast times are going anywhere anytime soon. We are likely going to see more then actually see them being removed.
dude.
DUDES.
its *** 41 meter range now.
holy *** this skill is a RIOT!! loving it.
who cares about short cast times when you're throwing burning rocks at the people that try to shower you with hot oils?
41 meter range max.
and cheaper too now.
My guess is just to reduce the accesibility of this skill to tanks. Even if it's just 0.5s, you need to drop the block for it reducing the uptime when you can't drop the block.
juhislihis19 wrote: »Apparently it is not cheaper, but approximately the same cost because Helping Hands won't give stamina back?
Well at least NMA won't increase the cost now that much. How is Leap?
Thevampirenight wrote: »What they are trying to do is stop players from overloading the server with lag by the way of animation canceling. When players do it they are desyncing their clients from the server and desyncing lagging other players and causing all kinds of issues. Its possibly one of the biggest factors for how bad game performance is right now. Expect to see a lot more cast times on abilities or reworkings like the shield changes.
For a long time they have ignored the animation canceling which seemed to be purposely but not knowingly lagging oneself and others out for faster combat and to deal more damage. Possibly duping damage by the animation canceling making that being another side effect possibly to this. It wasn't until Gilliam explained it to us that we got to see the some of the extent of what Animation canceling does to the game. Because before they didn't give us this information which I think they should have. But yes I think they trying to fix animation canceling or reduce it.
Its likely the biggest reason why they put the cast times on most of the ultimate abilities. Because many of those abilities do a lot of aoe damage or healing or damage in general. Another big factor in performance since they are reworking how Aoe works. Plus also animation canceling with huge aoe effects could have been downgrading performance even more then the typical ability. So Cast times are a stop fix for this issue.
He explains it and what animation canceling actually does. He even says its something they trying to fix.
Cast times makes it harder to animation cancel so this is the likely the reason for the cast time on the ability. So they are likely targeting the animation canceling directly to fix a lot of performance issues with the game.
It’s an interesting video but he doesn’t seem to say anything about animation cancelling in general, just block cancelling. It’s specifically about how block was being handled on client and server leading to client-server desyncs when block cancelling.
The cast times on ultimates were added so that block didn’t complete hide their animation. Block now defers to the server’s timing and plays more of the previous skill’s animation without affective the damage timing in a way that causing desyncs. If it works then it could be an argument for removing those ultimate cast times.
GeorgeBlack wrote: »How much detailed discussion do you need to figure out that:
This ability is a bad joke?
Thevampirenight wrote: »What they are trying to do is stop players from overloading the server with lag by the way of animation canceling. When players do it they are desyncing their clients from the server and desyncing lagging other players and causing all kinds of issues. Its possibly one of the biggest factors for how bad game performance is right now. Expect to see a lot more cast times on abilities or reworkings like the shield changes.
For a long time they have ignored the animation canceling which seemed to be purposely but not knowingly lagging oneself and others out for faster combat and to deal more damage. Possibly duping damage by the animation canceling making that being another side effect possibly to this. It wasn't until Gilliam explained it to us that we got to see the some of the extent of what Animation canceling does to the game. Because before they didn't give us this information which I think they should have. But yes I think they trying to fix animation canceling or reduce it.
Its likely the biggest reason why they put the cast times on most of the ultimate abilities. Because many of those abilities do a lot of aoe damage or healing or damage in general. Another big factor in performance since they are reworking how Aoe works. Plus also animation canceling with huge aoe effects could have been downgrading performance even more then the typical ability. So Cast times are a stop fix for this issue.
He explains it and what animation canceling actually does. He even says its something they trying to fix.
Cast times makes it harder to animation cancel so this is the likely the reason for the cast time on the ability. So they are likely targeting the animation canceling directly to fix a lot of performance issues with the game.
MartiniDaniels wrote: »dude.
DUDES.
its *** 41 meter range now.
holy *** this skill is a RIOT!! loving it.
who cares about short cast times when you're throwing burning rocks at the people that try to shower you with hot oils?
41 meter range max.
and cheaper too now.
It will be cheaper in heavy armor+nma but roughly the same in medium-non-nma. Anyway it's better then before and ridiculous 15m range gone. Overall I don't think it can be used as main spammable because of shimmering shield, roll-dodge monkeys and so on. Probably you need to use both dizzy and stonefist, mixing them in combat. But that initial stomp won't be easy to manage especially in 1v1.