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Discussion in 'General Discussion' started by Neilk, Feb 7, 2020.
Yep, that's a different issue and something we can look at if the majority think it's a problem.
How the hell was there a success chance to gank? I don't recall ever 'fizzling' one that didn't involve fucked up hit boxes that was fixed by moving the wiggled guy. Was it something that was not fully implemented or was it just broken the entire time?
Looking at the function it's called Gank Success Rate, it doesn't look like it was used. Not from the end point of DFO where our code history starts at least.
Pretty sure you need line of sight (and to be close enough) at a specific point in the animation which is like halfway through. Past that it doesn't matter if you look away/get knocked up/whatever, the other half of the animation is just there to keep you from moving.
They need to make it where if you are not basically on top of the guy, it fails. So many times I’ve ganked someone by getting knocked up pretty high up and I’m not even close to him and the gank still goes off cause I’m keeping los
Regardless I still say gank is too fast and needs to take .5 or 1 second longer, perhaps put it to a vote?
A lot of people have said this and complained as well as the issue where you DO manage to fireball a guy and the gank still goes off.
I know for certain gank took a little longer in UW I just compared it side by side in videos
Thanks for looking into this though it was one of the little things that really annoyed me.
There needs to be time for counterplay and it should be a risk to go for a gank/ revive because of how big a deal it is, just face tanking with no strategy or major consequences and still getting it off is lame and does happen quite a lot.
Gank is fine to me. If I die which I die a lot I deserve to get ganked if my buddy doesn’t know to throw a fireball or begone at them.
The gank going off even though you've been pushed off I believe all has to do with the way the animations are. Revive the animation is done immediately on first cast, gank there is the follow-through at the end which means if you fill the timer bar before you get knocked away you'll execute it. Once executed it doesn't matter what happens to your character as the gank has already succeeded it's just the animation going through the motions.
uw gank was slow. thats why heavies were mostly the ones doing it under pressure.
i say, be glad its not as quick as any br game.