Totally agree with the second point. If damage is too high, then there is no strategy other than blow all your cooldowns and try and kill someone in 10 sec. If healing is too high, then nobody dies and you have an endless stalemate. The challenge is to keep tuning somewhere in the middle where a well orchestrated kill can overcome the healer but folks aren't just dying faster than anyone can respond. Our hope is that the addition of PvP Power and its benefit on healing will keep healing in PvP scaling with damage being done and mitigated.
For the first question, this was the result of a fix to make 돌진
and similar abilities harder to cheese. Before, 돌진
always took you to the place where the target was when you began the 돌진
, so that even by jumping or dismounting you could place your character away from the charger. The warrior (or whoever else) would have spent the 돌진
, but not actually benefited from it because you were clever enough to hit your space bar. That felt cheap and frustrating. We implemented a fix so that instead of targeting a position in the world, 돌진
always hits its target. Rather than freezing you in midair (which would look weird) or teleporting the charger to wherever the target ends up (which would look weird, but more importantly might give charger an exploit to move longer distances than intended) we rubber-band the target back to their location.
You have to think about this from the point of view of a server-client game. For the charger, he executes the 돌진
on his client, then the server acknowledges it and resolves the command. The problem is meanwhile on your client, you have Disengaged. In order to feel responsive, that happens immediately. However, a very short time later the server says "No, wait a sec. You were charged. That means you can't have Disengaged." And it moves you back in time a moment. (If it's not obvious, we have to let the server be the final arbiter of combat because clients can be hacked or go offline or whatever else.)
We understand the frustration though and it's possible we could try to make a distinction between long cooldown abilities like 철수
jumps and simply hitting the space bar. We would still likely have to teleport the charger to your final destination or retroactively cancel the charge, both of which are also going to feel weird.