In this (glitchy) video, you can see that one of Medreth's followers has a Greatsword and goes to open with the Knock Down ability on my Wizard. He casts the ability from outside immediate melee range, misses and engages my BB Wizard. The Cowled Monk interrupts my Wizard's spell with a fist attack, and then after the spell is cancelled the Wizard follows the engagement auto-attack clause of attacking the first engaged melee enemy.
As you can see, he was engaged by the Cowled Man with the Greatsword who is out of immediate melee range and has to move to get in range to attack him, and thus suffers a disengagement attack from the Cowled Monk.
The Knock Down cast range probably needs to be reduced to melee range so that if the attack misses, the engaged unit does not have to move forward to attack their first engager, and thus suffer potentially multiple disengagement attacks from nearby enemies.
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The Knock Down animation does not begin playing immediately anymore when a Knock Down occurs because of the introduction of non-interrupting hit reactions, which play before the Prone animation takes effect. The non-interrupting Hit Reaction needs to be removed from the Knock Down ability and other abilities/spells so that the intended status effect/animation plays immediately upon impact. Not only does this look silly, but it actually increases the total time that characters are disabled by the ability by the time of the hit reaction animation (I think, anyway).
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If you initiate combat with the Knock Down spell, you can see that after casting Knock Down and successfully hitting an enemy, the prone animation never plays and the Cowled Man instead goes into the combat stance and queues up his next action. His recovery time is paused though, so it is possible that he is actually effected by prone afflction on the data side, but something is preventing the prone animation from playing, possibly something to do with when the combat state is actually initiated after the spell has been cast?
Question
Sensuki
In this (glitchy) video, you can see that one of Medreth's followers has a Greatsword and goes to open with the Knock Down ability on my Wizard. He casts the ability from outside immediate melee range, misses and engages my BB Wizard. The Cowled Monk interrupts my Wizard's spell with a fist attack, and then after the spell is cancelled the Wizard follows the engagement auto-attack clause of attacking the first engaged melee enemy.
As you can see, he was engaged by the Cowled Man with the Greatsword who is out of immediate melee range and has to move to get in range to attack him, and thus suffers a disengagement attack from the Cowled Monk.
The Knock Down cast range probably needs to be reduced to melee range so that if the attack misses, the engaged unit does not have to move forward to attack their first engager, and thus suffer potentially multiple disengagement attacks from nearby enemies.
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The Knock Down animation does not begin playing immediately anymore when a Knock Down occurs because of the introduction of non-interrupting hit reactions, which play before the Prone animation takes effect. The non-interrupting Hit Reaction needs to be removed from the Knock Down ability and other abilities/spells so that the intended status effect/animation plays immediately upon impact. Not only does this look silly, but it actually increases the total time that characters are disabled by the ability by the time of the hit reaction animation (I think, anyway).
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If you initiate combat with the Knock Down spell, you can see that after casting Knock Down and successfully hitting an enemy, the prone animation never plays and the Cowled Man instead goes into the combat stance and queues up his next action. His recovery time is paused though, so it is possible that he is actually effected by prone afflction on the data side, but something is preventing the prone animation from playing, possibly something to do with when the combat state is actually initiated after the spell has been cast?
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