Showing Posts For Caladh.7208:
Was the additional character slot for accounts that existed before the HoT release available only in case of pre-purchase?
Or is it still available (not neceserilly as a part of Deluxe edition)?
That place is not Mad King’s Tower – it’s not about jumping skills. That spot should be either easier to access for ghosts (dodge roll jump is a bit much) or completly disabled. Considering the teleport pad villager detection, I’d say the first option would be better.
Any tips or ideas how to make it acknowledge the engineer kit swap, warrior’s adrenline , thief’s steal and necro’s death shroud usage hints?
Been sitting at 78/82 for a while now, while tips show 100% completion. And the last 4 I did are the ones mentioned above.
So, for a long time I didn’t have this note asking me to change my password. But that has changed quite recently (around Act I of Halloween Event) and it makes me wonder: was my old password somehow guessed/obtained, ‘tested’ by someone from a suspicious location and then blacklisted, or is there some other reason of it’s appearance?
I think lob is pretty broken as it is now.
How it works?
The lob will throw the keg wherever your camera is facing. No distance limitation as long as it doesn’t leave the arena. Fairly short cast time. Isn’t interrupted by jumping. Only way to intercept a lobbed keg is catch it the moment it’s lobbed or be standing next to where it falls.
A well aimed ‘jump lob’ can score from any part of the arena. The jump part ensures nobody will be able to catch it right after the skill goes off. It is not possible to intercept the keg next to npc either as it will be using its skills to ‘get rid’ of you. Also, if the person using it happens to be standing on their ale (#5 Pour ale), they’re pretty much guaranteed to be uninterrupted. Even if they’ll have to wait till their daze wears off. Pretty much the same effect with stomp used by an ally.
I have 3 suggestions:
1. Either make the keg break after a too long lob limiting the lob range,
2. or increase skill cast time and disable jumping when attempting to lob.
3. or make lob a charged skill. A very slow charged skill. Like, default throw range and then a very very slow rate of range increase.
4. Or possibly the mix of the above 3.
(edited by Caladh.7208)
I haven’t noticed any difference in strength of it between a ‘full cast’ and ‘interrupted cast’.
As for combos, it works nicely with geyser as well.
Also, isn’t it a bit overkill to combine it with frozen ground as enemies are chilled in it anyway?