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Cobreakdance, the return.
#8
Complementing what Diz just said, I've already made a post about Dense Thunder's effects versus Cobra long ago, people slapped me in the face and said "KEKEKE! It's okay, because we use order of motion here!! First the damage then the knockdown, are you a retard Koonie?! Logic, logic, logic!! Eff game mechanics! RP > PVP!" (And yeah, that hurt. A lot. That's why I didn't suggest anything for a while.)

If Cobra triggers on damage... When you knockdown first, what happens? No Cobra. That's why. Small bump here about this request. It would ultimately fix Snake Dancer's weird behavior. Make the crowd control effects happen before the damage please, Dev.

As for why knocked down people shouldn't be doing spinarounds with Danger Sense? Kam said everything, hopefully. It shouldn't even be that troublesome to fix this 'bug'.



And the rest from this point is rambling about my sad Void Assassin tale.
Aside from it not being intentional (since this never ever happened before and something is probably broken in the middle that we all let it slip in the beta), don't forget we got Guile and Flanking now, and Danger Sense is the biggest destroyer of your new mechanic. Void Assassins are becoming the least fun class to be played by now, with so much easy and cheesy ways to counter them. (It's like I said once joking on a Skype comp. "VAs only win against stupid people." No regrets.)

Number one being simply putting your fine rear against the field's edge to make your back unreachable. Second being Armor of Eyes destroying every sort of bonus from Flank and Backstab without even counting UL in the process. And third is being unable to cutthroat-backstab a Cobra user because of this 'bug'.
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