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Patchnotes 11/10/2015

#11
It hasn't been made that much harder. The normal melee attacks range was increased a bit, and the velocity of the slash was too. You guys are overreacting.
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#12
(11-11-2015, 04:20 AM)Brassx Wrote:  It hasn't been made that much harder. The normal melee attacks range was increased a bit, and the velocity of the slash was too. You guys are overreacting.

Does this mean his tp attack is now 100% unavoidable? I thought maybe him missing if you moved correctly was unintended
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#13
Usually, if an attack range is increased, the trigger range is increased too. This makes it so that he attacks while you're farther away.
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#14
Brass what haf u dun

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#15
Possible change to the final boss mechanics?

Everytime final boss goes down, it adds x amount of HP to each player and possibly revives one random dead player(unless the HP is enough)?

How do you guys feel about this, would it make it too easy?
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#16
I like the challenge of getting no extra health / lives.
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#17
I kinda like the idea of at least a heal, my teams have always seemed to get wrecked by the final boss, closest we got was when he was at 1/10th health but there was just 2 of us left and we got destroyed
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#18
I think it'd make it too easy, Brass. The only problem is losing a player = losing DPS.

If a player dies, everyone else should get a .2x damage bonus. Then a .3x for the next death, etc. Just to make it feel less "Impossible" to wear down his health?
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#19
Would probably make it too easy Brass.
I like Terran's idea of the damage bonus, because the worst part of losing a player is losing DPS.
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