Furmetal Posted August 15, 2015 Share Posted August 15, 2015 (edited) Realm tested - Pandawow Fun, 14/08/15 Spell - Wild Charge Description of the bug - The spell's speed is ridiculously slow, and due to this it is impossible(literally) to use it to get a trap to prevent a CC. Switching to travel form to get the trap/whatever is a lot faster than using the spell itself. How it should work - Should be executed as fast as safeguard/intervene, in other words, the jump should be faster. Proof - How it was on blizzard and . *Additional proof(recorded myself today) on retail - Edited August 21, 2015 by Furmetal 1 Link to comment
Furmetal Posted August 21, 2015 Author Share Posted August 21, 2015 More proofs added to main post. 1 Link to comment
uraganuu Posted August 26, 2015 Share Posted August 26, 2015 In travel form, wild charge should leap you forward for a few yards. It only works for like half a meter.... Link to comment
Nyah Posted August 26, 2015 Share Posted August 26, 2015 In travel form, wild charge should leap you forward for a few yards. It only works for like half a meter.... I'd rather just go to Travel Form and try to get the trap/powershift travel form to run that using the actual Wild Charge, since it is faster to do "manually". They could just implement the safeguard/intervene mechanic(in relation to speed), since those are normal. - - - Updated - - - @Off-Thread I like how people call "buffs" when we talk about fixing bugs, lol. Link to comment
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