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On Quickdraw and Damage Stacking
#22
Oh one more thing I forgot to add- Spo's propositions on changed spawns for group PvP would help with this problem a lot. Already, to get into position to hit them all, I had to use the full length of a spirited Winged Serpent- In addition, with current spawn positions, a square further of distance makes it RNG for those with spirits to be able to hit everyone- 50 50 odds basically- and impossible for unspirited folks to do so, giving them a 50/50 chance to be able to hit up to 2 people. Two squares of distance from what we have can prevent me from hitting everyone at once, having to either rely on RNG or only hit one person in order to KD the whole team. There's a variety of solutions that can prevent this mess from happening in the initial round of combat, beyond just nerfing the damage.

Spo's proposed spawn changes would circumvent this issue entirely, making it only possible to hit two people, if I'm lucky.
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