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AoE vs Projectile

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SisterBlister wrote:
Spoiler
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The effectiveness (or lack thereof) of ANY aspect, projectile or otherwise, has absolutely ZERO to do with "the technology not being there" - it has to to 100% with the DESIGN of the game mechanics. It's all formulaic - NOTHING "technical" about it. If they *wanted* to do things correctly, they would - it is NOT that they "couldn't".


Yup, "far shot" and "point blank" are sufficient proof of that.


Maybe you're both right.

But maybe they wanted to implement such a system from the start and they had to deal with the calculation of damage for each projectile hitting a monster offscreen, observed the performance impact and pass those additional computations as not optimal.

Not to mention that only since the rampant increase in power creep, clearing offscreen monsters with too much ease, became such a problem... They could simply increase the HP of offscreen monster with a further "buffer", if they would want to preserve the current state, and get those an increasingly larger amount per their distance versus the character.

They have enough options, it's simply a matter of acting on it...
PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"...

Good to know "free speech" doesn't apply in any form or manner on the forums these days...
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sofocle10000 wrote:

But maybe they wanted to implement such a system from the start and they had to deal with the calculation of damage for each projectile hitting a monster offscreen

implementing it right just requires tracking the distance traveled. No, even easier: just check whether the projectile traveled outside an area around the shoot position, for example a circle. This is trivial to implement and to compute. However, doing it using the distance-travelled mechanic already implemented makes more sense.

And we already know the game does some sort of projectile time / distance computing based on how Freeze Pulse and Point Blank / Far Shot work.

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