false
soyboy
Just came back to this, wtf?
i wasted 85 of elment’s time in WoM
45 minutes of fighting in pvp
40 minutes for the shit to upload
WHAT
WHAT THE FUCK
THIS IS REAL???
(body unclear)
yes i have ammo against myself
i stand by my statement about it btw
ayo what
Ima be completely honest even tho I initially agreed with this change I find it odd people complained considering how unpopular anything that hits more than once is.
In PvE it might improve certain interactions but now Beast Instinct is hard-hard-nerfed, multi-blasts/beams/explosions are nerfed, Rapid Fire is nerfed, Quickdraw is nerfed, Twin Crescents are nerfed, you can tank a full Storm of Arrows, etc.
The trend between all these attacks was that they were unpopular (in the case of Twin Crescents it was popular but felt less effective than Flying Slash). Now they will just become even harder to use.
This would also make bosses with multihits easier, and it nerfs the little follow-up potential that AO has (blast-beam and blast-explosion).
Add this onto the fact that blocking is already the most common way of negating damage so it’s not as if it was underutilized.
While on paper this sounded really positive to me after some thought I can list a ton of negatives and the two real positives: fighting an over-leveled NPC won’t be as frustrating, and Crystallized won’t be as easy to stack. That’s really it.
Maybe only the first hit or first few hits of multi-hit moves should be parryable, since it would be dead easy to parry late.
Or just limit it to a few hits. Although tbh if this feature were removed entirely I doubt much would get worse. At least at current levels.
Nice to get some public tester insight on a change we as a community seemingly just welcomed graciously. I too was on board of it but after reading this I’m a bit more of a skeptic of the changes.
Thanks for this
Yup, I could see it being done by this time next week
I’m betting they’ll be done in just a few days.
i think personally the change is a better base for the game, but i see where you’re going with it. the game wasnt necessarily designed for multi hits being parryable, thus balanced around that fact. you could add a bit more risk reward to each attack to make up for it.
the follow-up potential was neat with blast to beam/explosion is kinda fine it feels hard to deal with since the actual anticipation is pretty much nothing. needs a bit of work to make it feel more readable
Do you use fire magic