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11-28-2008 @ 12:42AM
Speaking from a designer's point of view, I could see how something like this could be too hard to code. Now the "Heroic Leap" itself isn't what was likely so hard to code, as much as defining what was immune to it, what the range was, how it recognized illegal territory, line of site, and so on.With Death grip, as has been stated, you're bringing the mob to you. This isn't too hard when you remember that Mobs have always had the annoying ability to clip (walk) through walls and obstacles. So it's no big deal to grab something and yank it to the player.However when you take the PC (Player Character) into question, it brings up a whole HOST of problems. Chief among them being the question as to what to do to prevent a player from getting some where they shouldn't. You could plunk down an invisible wall, but that would require a ton of coding and could make things harder than it need be. Especially if at some point you actually wanted the player to be able to get there. Using the gully example above as a case point. The invisible wall would need to extend a set height, location, and then you'd have to figure out how to code it so if the player is at X location they can pass through it. While also figuring out how to prevent someone at X location from using the spell to get where they ought not be.When you really get into it, it's far more work than is really needed for one simple spell. In the end it doesn't shock me that the devs had to let it go. Would you rather Wrath have been pushed back several weeks or months, just to get this one spell working in game?I'd expect not.
11-28-2008 @ 1:56AM
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