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IDProjectCategoryView StatusLast Update
0019154Return of ReckoningGeneralpublic2023-12-09 15:16
ReporterReturnOfReckoning Assigned To 
PrioritynormalSeverityminorReproducibilityhave not tried
Status closedResolutionopen 
Summary0019154: [Zealot] Wind of Insanity: current implementation is very strange and maybe wrong (many related bugs in here)
DescriptionReporter: Zomega-WAR

Gather round, it's story time... (sorry for the long post, I feel this one needs a history lesson to explain exactly what changed and what went wrong). I have tried to remove the salt from it. This one hurts...

**Original Wind of Insanity Behavior**

![image](https://user-images.githubusercontent.com/60266177/121952501-37ad8e00-cd54-11eb-8ac2-c4621a51e292.png)

Wind of Insanity was a toggled ability that lasted 6 seconds. It drained 20AP/s during this time and would repeatedly knock back players. While active, the Zealot would be rooted in place to prevent it from going bowling (run forward and punt everyone - something that was eventually given to the melee Squig Herder). If the Zealot ran out of AP or toggled the ability off then the knockbacks stopped and the Zealot could move again. Eventually Mythic restricted the knock-backs to no more than once every 1.5 seconds because Order were getting juggled about a bit too much.

This sounds straight-forward, but with the skill being a toggle it became a very versatile tool for the Zealot. The toggle meant that:

1) You could heal while punting to better keep yourself and allies alive (you would run out of AP very quickly but good in a panic)
2) You could use damage skills to double up on damage, much like how the Rune Priest can double up on damage using Rune of Battle (again the AP issues)
3) It could be used in the air both offensively (jumping off keep walls) or defensively (when pulled/punted into a group of Order) and would stay active until you turned it off to run away from the clump.

**City Siege Patch**

For Order, WoI was a nightmare as they had no way of shutting it down. As it was a toggled skill, once it was on it just did its thing. Destro stacked them in cities, juggled order around lots, and a fix was added. The fix as per the patch notes was brilliant, and it was: https://www.returnofreckoning.com/forum/viewtopic.php?f=42&t=35169

"- Wind of Insanity can now be interrupted by pure interrupts. (Taunt, etc)"

Alert tanks can taunt a Zealot to stop Wind of Insanity. Classes with AOE interupts can shut it down even easier and can shut down multiple Zealots clumping up to cast it. No other changes to Zealot gameplay other than it now having a viable counter. That should've been it... except the patch notes were a lie.

**New Wind of Insanity Behavior**

The patch did not actually add some special condition to Wind of Insanity to make it interruptable by pure interupts. What it did was change the ability from a toggle to a channel. This means:

1) It can also be interupted by stagger/silence/stun as well as pure interupts
2) It can now be set back (or pushed fowards?) when channelling
3) It can no longer be cast in the air properly - the airbourne state will immediately cancel the skill after one tick
4) The Zealot can no longer double up on damage with it
5) The Zealot can no longer heal through it
6) Knock-backs now interupt it as well as you leave the ground.
7) Likely more I'm forgetting about

Which is a massive change from the intended "Wind of Insanity can now be interrupted by pure interrupts." line in the patch notes. On top of this, other aspects of the ability were not reworked as part of changing it to a channel, such as:

1) The tooltip still says it's instant cast and not a channel
2) The tooltip still says you can turn it off to regain your movement, but it's not a toggle
3) You are still rooted in place when you cast it. As you cannot toggle it off and you cannot move to cancel the cast, the only way for the Zealot to stop it is to manually interupt it with another ability, which is insane.
4) The ability is still classified as a Blessing.
5) The ability still grants a "Blessing" effect to the Zealot, which I would assume now it's a channel should be a "Buff". Does severing the blessing interupt the channel? Does that happen for any other career?

~~petty salt deleted~~

**The Bugs**

Depending on which way you go with the ability, the issues are:

A) If the patch notes were correct and it was just supposed to be interuptable by pure interupts, then WoI needs to be changed back to a toggle and special magical server code added that lets interupts turn it off.

or

B) If the patch notes were incorrect and it is supposed to be a channel with all that implies (see above), then:

1) The cast time on the tooltip needs correcting
2) The "Blessing" type needs correcting
3) The self-root needs removing as the Zealot should be able to move/jump to interupt
4) Any mention of toggling off the ability in the tooltip needs to be removed

To my knowledge the main issue was simply order having no counter to it, so I am holding out hope that the ability is fixed as per the patch notes (option A).
TagsAbility

Activities

MaxHayman

MaxHayman

2023-12-09 15:16

administrator   ~0040911

This issue is being closed as it should be fixed in the new ability system. Please create a new issue if this is not the case.

Issue History

Date Modified Username Field Change
2023-08-13 04:27 ReturnOfReckoning New Issue
2023-08-13 04:27 ReturnOfReckoning Tag Attached: Ability
2023-12-09 15:16 MaxHayman Note Added: 0040911
2023-12-09 15:16 MaxHayman Status new => closed