miromantsov
New member
I main Lash, and since the november update, started to notice how buggy the ult has become.
1) The ult doesn't grab some enemies, like if they're near a bridge or a wall, they just get stuck behind the wall instead of being brought to Lash.
2) Sometimes the moment you've had your circle full on the enemy, the ult will start to work (client-side probably), but then the game server seems to decide to cancel your ult activation. This is probably a result of the ult not having a delay before the circle starts going inactive.
I believe this has to be patched and allow the player who has grabbed an enemy player to be able to pull them 0.3 to 0.5 seconds before the player that leaves ult range can't actually be pulled. Perhaps what needs to be done here otherwise is having those players get slowed the moment the circle on them is full. This, however, can be very much exploited and maintain that slow until the ult is activated, so the timer approach is more balanced in this case.
1) The ult doesn't grab some enemies, like if they're near a bridge or a wall, they just get stuck behind the wall instead of being brought to Lash.
2) Sometimes the moment you've had your circle full on the enemy, the ult will start to work (client-side probably), but then the game server seems to decide to cancel your ult activation. This is probably a result of the ult not having a delay before the circle starts going inactive.
I believe this has to be patched and allow the player who has grabbed an enemy player to be able to pull them 0.3 to 0.5 seconds before the player that leaves ult range can't actually be pulled. Perhaps what needs to be done here otherwise is having those players get slowed the moment the circle on them is full. This, however, can be very much exploited and maintain that slow until the ult is activated, so the timer approach is more balanced in this case.