Mindslayer abilities break Movement

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itastelikelove
Higher
Posts: 56
Joined: Sat Oct 30, 2010 5:19 am

Mindslayer abilities break Movement

#1 Post by itastelikelove »

I'm not sure if it's the Aura or the Telekinetically wielded weapon that's dong it (maybe both), but if your first step doesn't take you out of melee range of all your enemies, you hit something and break your Movement. Which will likely be fatal in the late game.

Obviously we can't let that damage happen without breaking Movement. Unless you want to give us some free damage. I wouldn't say no. But maybe Movement should temporarily put those talents on hold? I suppose they could be tied to game turns, although that might be unfair for players who want to boost their speed...

TheRani
Archmage
Posts: 321
Joined: Sun Jan 16, 2011 7:25 pm

Re: Mindslayer abilities break Movement

#2 Post by TheRani »

In b27, this still happens, and can be caused by Beyond the Flesh (with or without Conduit running) and by auras.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Mindslayer abilities break Movement

#3 Post by edge2054 »

Automatic Stealth will break Movement early as well. Though I'm not sure it's really a bug per say it does make you do a double take if you're in the middle of moving and suddenly lose your move buff early.

trev
Higher
Posts: 78
Joined: Tue Aug 03, 2010 4:34 pm

Re: Mindslayer abilities break Movement

#4 Post by trev »

my b31 mindslayer just died as a result :cry:

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: Mindslayer abilities break Movement

#5 Post by Frumple »

Best suggestion here would be to temporary disable BtF and aura effects while movement's going, as per OP.

The slayer's automatic talents breaking movement is very much intentional -- I'm part of the reason it's like that, heh. Basically, the way the BtF attack works synergizes (or at least synergized, a bit back) ridiculously well with movement infusions, to the point that a slayer with beyond the flesh going could effectively flurry on anything it had some space to move around. Slayers would do more damage (a lot more damage) just dancing around an enemy with BtF and a movement infusion going than actually attacking... or using TK smash or (with a high enough % boost movement infusion) even aura spiking something. It was insane.

Then fixed, which is where we are now. I think it was done before the changes both to the movement infusion itself and speed in general, though, so it may be safe to change it back to not breaking wild speed... probably not, though.

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