Lag is the same issue as ever, seeing on your screen too late when an enemy attacks you and if the lag is especially bad you see the attack after taking damage or even take damage from empty air.
Lag is also what makes enemies teleport on your screen, you see the boss somewhere else attacking some other players and then suddenly it's right next to you.
Also, how is losing hr boost trivial if you still lose 30% when getting hit the first time and lose 45% from getting hit twice?
The cd is important to make the mechanic even worth anything cause like others mentioned as well, right now without cd you can still lose the full hr boost virtually instantly.
What I suggested is giving players a bit of leeway instead of a mechanic that makes barely any difference.
Last edited by mother clusterfck; Oct 23, 2019 at 09:36 AM.
But it does make a difference. You would have to lose 40% of your max hp to have it proc twice. Getting hit for like 39% of your hp won't trigger it again. I'm not even sure if losing 40% of your hp in a single hit would cause it to proc twice. Not to mention you're completely overlooking the fact that you can build it back up faster now with counters.
EDIT: just to clean up what I meant, you lose damage when you take a total amount of damage equal to 20% of your max hp within 20 seconds, NOT when your hp drops below 20%. this means that, even without a cooldown it's a net gain, because it already worked like that, the only difference was that you would always lose the entire bonus every time it proc'd. It won't proc again until you take another 20% of your max hp in damage. taking 20% of your hp in damage then getting hit once for like 5% isn't going to cause it to proc twice.
Last edited by Kondibon; Oct 23, 2019 at 05:51 PM.
all that ping does in this case regarding combat is the damage number shows up later. the combat itself is client side, you can block an attack that's coming your way no matter what your ping is. what you are saying does not happen, it just means you are getting hit by something off-screen or simply aren't paying attention...
lag can cause this sometime, but the vast majority of the time is because of area host. whoever loads an area first, the mobs/boss will always be in the location of the area based on what that person sees. this will cause enemies to regularly rubber band as the server tries to update their position but failing to do so correctly.
Hey guys sorry to resurrect this thread.
Anyways the last time I played the game was shortly after SU came out and decided to pick it up again since successors sounded cool. I started out as etoile, but decided to give hero a shot. My question is what do you guys use for mobbing? I have been using brightness end, but it feels like its to much PP for the damage. Is mobbing just an inherent weakness of the class?
You can use Gigrants-0 on talis if you really wanted to.
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