Not even that, you just did not understand the change at all and still got mad about it
How about an overly-exaggerated western-style stance that lets you lock onto targets via aimbot to shoot them?
Hold on, arenât these just braziers on sticks?
and bone jaws
Where? If anything, people want full release! why care about a chapter ten when this update shouldâve come out in June ![]()
Honestly, I would prefer an actually useful projectile skill.
A blast reskin would be perfect.
no ty we dont need m1 aimbot, the only way to counter m1 passive gameplay is baiting it or get enough attack speed to reduce your frame data
omg just word the patch notes like youâre speaking to a five year old if the people making complaints are that illiterate.
Iâm assuming it basically means if your a level 1 and it consumes 1 energy per blast it will consume one energy per blast at level 100, maybe implying energy and level was at some point proportional to where a level 10 with 100 energy expended 10 per blast and a level 100 with 1000 expended 100 per blast. To balance this obviously beams and pulsars would consume like, lets say 100 energy so that it still takes a large toll on high level players energy instead of them have basically limitless amount (ex:10000) and and very low consumption (ex: ult art pulsar = 10 energy cause not proportional anymore blah blah blah..).
how to make this PROBABLY work
make player combat and npc combat tags
make it only apply to players who are not in your party
he is specifically against separating ctags
This change is a net positive, because the system no longer disadvantages you for having low total energy (Which was a big problem prior to this change) and also fixes certain interactions with energy that were unintended (it was essentially like having infinite usable energy when using certain moves).
Itâs basically a fix to two issues with the energy system that almost every tester had pointed out.
get the part where i said it should be made
idk shit about code but im willing to bet its something along the lines of âwhen take damage = combat tagâ if thats the case make it âwhen take damage from player = combat tag 1â and âwhen take damage from npc make it = combat tag 2â
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Thing is that there is nothing in the game to differentiate players from npcs in terms of forms of damage. The forms of damage that trigger combat tag comes via damaging moves, which both players and npcs use.
You could separate the moves into a npc and player version and have those trigger it, but that would probably cause abhorrent lag and is not worth the effort.
I now no longer understand anything about energy
Just wait a month for the update to drop, Iâm sure youâll develop an understanding of the system through first-hand experience.
Correct me if Iâm wrong. So essentially, this just means having higher total energy equates to having the supposed maximum usable energy for longer periods of time, but not affecting the usable energy cost of attacks and making it theoretically infinite which means you still need to manage usable energy.
Admittedly I didnât fully understand the change myself when I first read it, but analyzing it for a bit made it seem like what I just explained.
Vetex will give strength users abilities that completely break AO powerscaling and still proceed to call magic superior smh


