Problem is mage is ok for islands like munera garden but when u fighting on harvest u aint doing shit to them
Huh? Then we completely missed that. Gonna have to @ Danny about that.
Removed from the doc.
Also do lose heat from using a 20x shot too?
Also we are welcoming any suggestions to solve the issue of running considering itās a big problem right now.
Remove the incombat dash reduction currently which lowers distance after 3rd dash(?). Add a dash counter UI similar to air movement. Each use has its own CD and will only go on CD if you are in combat. This reduces the amount of dashes across the board, may make landing your skills easier against runners. If it is still an issue maybe reduce dash distance when around red hp
Running has been a problem from AA to WoM to AO, and itās not much worse than it was before, but Iād still love to see some changes. Iād suggest a movement speed / dash distance penalty when low on health, but that has the potential to completely ruin those ācomebackā moments in PvP where you turn the tide of the fight completely.
Furthermore, 125s can still attack 50s at Cirrus, and I see it somewhat commonly. Running is a low levelās only option; this isnāt Deepwoken where you at least have somewhat of a chance.
For now, I believe that the problem of running isnāt so much important as on land as it is when water is involved. Even as a Paladin running two slow magics with nothing but a Leap at my disposal, catching runners on land isnāt a monumental feat, as long as youāre persistent and keep a level head.
I believe that when combat tagged by players, entering water should result in a stamina drain penalty. This will force them to return to land whether theyād like it or not, and eventually provides at least a chance to kill them.
If players running on land continues to be a large problem though, I see one avenue that might be a good idea to test.
Agility; not movement speed or dash distance overall, but simply the effect of the Agility stat alone, should decrease as your health does, being very, very slight at first and then kicking in more harshly when reaching lower health thresholds. Many people whoāve run from me successfully only do so because they are wearing the Calvus set, which provides a lot of Agility. Itās definitely a band-aid suggestion, but itās all I can really think of for now.
Whatās the reasoning behind this?
And I donāt think lightning and light need any buffs.
Yeah wait why is the 1.3 size magic getting even more size?
Nerf size reliant magics overall or attack size stat, hereās why:
AOE gotta go, need to bring back aiming
AoE purge when
Right my boy, who gave the go ahead for all this AOE nonsense?
For the basic ammo thing, maybe that could apply for cannonfist as well(and that alone) so that when you use m1s/techniques you arenāt screwed if you run out
thats what im saying the aoe hit boxes for big weapon moves and a magic are to big
u could jump over a mirrored river and still get it
Please give savant a size boost man itās so small
nerf elius
i do hope we will be able to grab bosses in the future, ik you canāt because you would be able to āinfiniteā attack them, but then just make it so that thereās a grab cooldown or smth. itās really annoying not being able to use the weapons i want because they just donāt work on bosses.