Clamping Player Spell Ranges
So, new batch of players, new exploits get found. It takes all sorts of players to really nail all the exploits in any game. Some enterprising folks found that they could snipe bosses from offscreen by using certain tactics and possibly speed-enhancing enchants. Fighting enemies at that incredible range basically circumvented all challenge or interest in the combat. Yikes!
So what we've now done is made it so that spells are inherently limited in how far they can travel. This also prevents players from very large screen resolutions from exerting too much of an advantage over players with a smaller screen resolution. For many players this should hopefully be hardly noticeable of a change, but it does mean that you have to get a bit closer to enemies and actually risk their attacks in order to attack them in return.
Ok, makes sense. I completely understand the reasoning behind this. However, I now notice that the enemies' spells SERIOUSLY out range mine. They can still cast things at me that travel all the way across my widescreen monitor, but my spells I send in return don't come close to reaching them. Is this intended?
Yea, I was going to ask. Did non-boss, non-stationary enemy ranges get nerfed accordingly? I take this to be a no. This seems sort of silly, as it now sets up even more tedious to counter situations that many of the newer players have pointed out. (With bosses, you expect his sort of silliness, and with stationary enemies, well, they are basically turrets, it's not like they can move to where you are in their firing range)
Although these changes seem great, this is such a balance oversight that I will probably just hold on 1.001 for now until this is figured out.