Spell behavior when player gets out of range

Hello,

I have a question about the way spells work when you cast and the oponent gets out of range - the spell always conects no matter how far they go. I usually see this with TB fireball or Reg Snipe. But yesterday I was playing UB and spit on a teleporting guy as he was just leaving, he teleported to the other side of cataract to prevent a flag cap. The spit went all the way through, hit him and killed him. Now I imagine that even sednas pounce should hit in a case like that.

My point is, it seems natural that a snipe hit you anywhere and a fireball goes a little further, but should any spell go anywhere in this case??? Or should they get canceled in case the oponent gets too far away??? Is this going to be changed (note that I didn´t say fixed) or that´s the way it´s meant to be???

Thanks.

1,202 views 3 replies
Reply #1 Top

The reason for this is beacues the spell finished casting before the teleport/person got out of range.

THe spell is cast and the animation needs to be compleated.  This mainly only seems odd when a tele happens, but it is correct, as the spell was succesfully cast a split second before the person gets out of range.

Reply #2 Top

I've had a UB stun hit me right after I teled.  It doesn't bug me though.  If you're low enough on health that something would kill you, you're usually teleing to a crystal, so by the time the projectile gets there you're healed enough to survive it anyways, so changing it not do do damage wouldn't make too much difference.

Reply #3 Top

I've killed people teleporing away at the Crystal with a pounce ^_^


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