Phase Run cast time removal.
You can't perform any other action while moving (which is an action in itself). The game won't allow it.
The time of boosted movement speed and increased monster reaction time more than make up for the skill's casting time. It's not great as an escape skill because it's not meant to be an escape skill. It's meant to be used to enter battle quickly, get to your target and hit it for boosted damage, and give you some extra time to do all that before other enemies react to your presence. If you want a source of increased movement speed that doesn't have a casting time, you should look at passives, boot mods, and flask mods. Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits! |
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Would love to see a different version of this spell, that IS actually an escape skill. +20% evasion, +20% move speed, 0 casting time, 6 second duration, 3 second cooldown, ends when you attack, or something along those lines.
No. Calm down. Learn to enjoy losing.
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casting while moving really should be implemented.
This skill would very much benefit from it. Aside from that skill, casting auras while moving would be so awesome, too :) | |
If any such skill were created, I can guarantee that there would be some sort of casting time. Nothing is instant in this game. Every action has an animation, which takes time.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits! |
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"Although casting during movement would help make the game more interesting it is not required. That is why we are talking about real short or nonexistant casting time. As for rest I don't agree with you. The game needs more escape skills and phase run could be a perfect one. Currently we only got one and a half. Shield bash is one and whirlwind strike is the half due to it's long animation lock after you stop moving. |
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I don't disagree with the addition of movement skills, but I don't see a reason to rework Phase Run when it works perfectly well for what it's meant to do. If new skills should be added, they should be new skills.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits! |
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" The damage part is quite significant. Even at level one. My ranger gets good use out of that, as I then one-two shot rares instead of needing three-four hits. "That's how you die properly, Sailor Boy.."
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First of all, to reply to jawsofhana, as far as I know phase run's extra damage applies only to melee attacks, but I have to re-check this.
And I agree with everyone else overall, if people like this skill as it is now, why change it. so the idea of a new skill that has no animation that gives extra movement speed (and perhaps other relevant bonuses) seems like a good idea, and why not have a real "phase", so you can move trough monsters (no collision) so when monsters surround you, you have a chance to escape. I personally really need an escape mechanism, I'm playing on hardcore, I haven't died yet, but I was very close to death because of this very reason, movement impediment. So there was a small lag, and I got myself almost surrounded by monsters so while I was trying to cast phase run, because it has a cast time, somehow monsters could cancel the animation, I was lucky to finally cast it and escape a large crowd. Also, the idea brought forth that auras should be cast with no movement impediment also seems like a very good idea, the animations of the auras themselves as visual effects are good enough and I find that the movement impediment is unnecessary, I just don't see the purpose of it and it slows the game down. The bottom line is, I think the game needs to go towards a more fast and dynamic gameplay, remove unnecessary movement impediments where they're not necessary and such. Movement impediments should be a form of punishment because of enemy attacks, like freezes, bashes and other stuff like that, why should your own auras punish you, they're supposed to be helping you. Anyway thanks for expressing interest in this matter, I hope something good will come out of our discussion. |
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