I see. So basically after this fix we should be able to kill runners and do double hits. Next to that since we won't have the silly hally cycle resetting like we do have now people will be forced to use their mana more wisely because they won't be getting free damage by just spamming. In order to do significant damage in REAL t2a, you had to cast a combo, and if they didn't die you had to follow up with interupts or whatever you had up your sleeve. The spells in t2a have delays and it works to your advantage if you know how to time it.6. If your timing was right, and often it was, you would get two swings in very quick succession.
A second swing would be possible if you're in range with a minimum of 1 second in between swings.
Lots of people are complaining because they are so used to Divinity and IPY's watered down pvp system where every spell was insta damage and you didn't have to do much to get a good hally hit, then spam harm/katana like a dexer. It's cheesy.
I'd rather chase GM resist people around who are spamming era-accurate mini/gheals and deal with runners than ever play IPY/Divinity style pvp again.
It can be difficult to kill some runners, but it's not impossible.
Just have some patience, Divinity's crappy pvp has babied you too much.
I find it hilarious how the people who complain about not being able to kill runners or beat certain strats/suprises are the same people who only log on during(Or Mostly play) CTF/ tournaments.
Blah....