Basically, Too Much Damage

1 posts · 2006-01-18 00:03:00 to 2006-01-18 00:03:00

#34900003240 01/18/2006 00:03 Basically, Too Much Damage
Basically, Too Much Damage
That's the synopsis I've been getting from everyone lately.  If the DEVs have a way to tone down these insane damage values, I think we'd all appreciate it.  Sometimes it's nice to have a Crucial Hit 1k damaging ability, but 4kWe might as well let loose the 10k anti-proxy ability on players too. (hmmm, maybe it already does? testing...)
And it also seems as though if you are in interlock you are at an even more disadvantage now than before.  I could see this only 1 on 1 interlock with zero-sum, and just speed up the longer animations so that they equal free-fire times.  But now we have interlock with odd-sum, hostiles surrounding the "locked" player with free-fire while he wins all his attack rolls, and the player still dies.  But iduno, maybe this is the way it was supposed to be in the beginning.
Maybe all I'm really missing is what attack am I going to do nextWhat attack am I doingWhat is my current roll now and not what I rolled earlier?  What is my enemy rolling now?  What attack is he using against me now?
I like the new buffs though.  Those immediate buffs are cool.  =)
But for now, those who are just trying out the server, I'll give this general advice.
Roll out of interlock when near multiple hostiles; NPC or RED.
or you'll die.
and of course...
Vector shall pwn all.