Staff cast time should start when the previous projectile is fired
Staff cast time should start when the previous projectile is fired, not when previous projectile hits or disappear. makes missing and long range shots ultra punishing
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18 Feb
NohkuaHighlighted comment
This! I find it so frustrating to wait a whole second before i can then charge up for another second. Fighting aggressive mobs makes me just whip out the wand/sword and start swingin'. The motivation to use the staff suffers because of this. -
18 Dec, '25
Paul JWe should be able to cast again once our previous casting animation is completed. After all, ENEMIES do it. Watch those damn banshees shoot at you, they'll charge up a second volley the moment they fire the first one. Clearly the game engine can handle multiple projectiles from the same source.