Sacred Ground goes on cooldown without casting

I found another healer bug >:) so lets squash it

What is your character name in New World:

  • Sithera/wibblzz

What server/world did you experience your issue on:

  • Maramma (NA EAST) - all worlds

Describe the issue you are experiencing:

  • Sacred Ground has roughly a 0.5s cast time.
    When casted, the cooldown is supposed to start after the animation is completed. This is how the ability (and all abilities) have worked since the start of the game.

HOWEVER, since the most recent May patch, the cast can get canceled just like before but now the ability is being put on cooldown too. This is happening because (since the recent patch), the cooldown for Sacred Ground is starting when the casttime starts, not after. If you get staggered mid-cast (0.5s) the cast canceled and it also it puts your ability on cooldown.

Is this a bug or an exploit:

  • Bug

(if a bug) How did the issue effect your gameplay:

  • Every ability in this game that has a cast (windup) animation can be canceled. It does not go on cooldown.
    However, because the cooldown for SG is starting WITH the cast-time, your SG not only gets canceled by the CC/stagger but also gets thrown on cooldown. This is not acceptable for an ability with a long cooldown, especially in a large-scale PVP setting where you can get staggered by dozens of angles at any given time.

(if a bug) Were you able to recover from the issue:

  • No.

(if a bug) Please include a screenshot or video of the issue that you have experienced:

  • Video showing SG get canceled by a stun while also going on CD:

What are the steps to reproduce the issue as you experienced:

  • Try to cast a Sacred Ground anywhere. You will see it go on cooldown before the ability is even done casting.
  • Additionally, try stunning someone right as they cast Sacred Ground (within the 0.5s cast animation) and the ability will go on cooldown without ever activating.

VIDEO SHOWING PRE-PATCH SACRED GROUND NEXT TO THE CURRENT PATCH:
Note: i have different amounts of refreshing (and refreshing evasion) in each clip, so the actual CD numbers might change.

Please fix this and make the cooldown start after the cast is completed, like it did in the past. That will stop it from going on CD without activating. Thank you!

Same for me on EU Abaton, very annoying - great videos though, thanks for posting.

1 Like

I’ll try to find more examples of this happening and will update this post when I do!

I’m praying it’ll be hotfixed

Same thing kept happening to me yesterday, i wasn’t aware if this was deliberate or not, I really hope it wasn’t :c

Heya! Thank you for reporting this. I will get this to our Development team for review.

1 Like

This bug is absolutely terrible, pls fix it fast!

Wiped my team 2 times in a mutation of the depths because there was no sacred ground and that expedition is so narrow that all have to stay close to the tentacles - usually IN a SG, but if there is none - well… wipe.

I found out tho, that it only happens if you get massive damage exactly in the moment the spell would be casted. Unfortunately the tentacles do such massive damage. It happened in boss-fights too once or twice, but I was able to keep the tank alive with my other spells. (Not much - or avoidable group-damage incoming)

off-topic:
Btw thanks a lot for the healer in heavy armor nerf at may update. It feels now like throwing little pieces of a bandage on terrible bleeding wounds and not only that - because of the added delay it feels like that little pieces of bandage fly in slow motion… :frowning:

best regards
Wise Old Hippie

There is mine, in war.

1 Like

same thing happening to leaping strike

It’s been like this for several skills(at least) for the entire time that the game has been out.

Welcome :melting_face:

This topic was automatically closed 21 days after the last reply. New replies are no longer allowed.