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Remembering old ability mechanics

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Nidwin
Posts: 662

Re: Remembering old ability mechanics

Post#11 » Fri May 20, 2016 6:30 am

peterthepan3 wrote:Rifting people from 200+ft away with no limit on people pulled
When the pet offered no 20% dmg mechanic
When Indigo Fire of Change used to spawn an uncontrollable mob after its completion, pulling heroes in TOVL/LV and wiping group!
When Perils of the Warp used to be a barb of sorts against magic damage (I preferred this to be honest, just needed some work - was something unique)
No immunity so folks could be chain rifted
Nidwinqq used teabag Magus [Hysteria]

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bichka
Posts: 439

Re: Remembering old ability mechanics

Post#12 » Fri May 20, 2016 1:38 pm

Rifting through doors. was pretty popular at forts, but fun was killed pretty fast :)

inkslingerluke
Posts: 17

Re: Remembering old ability mechanics

Post#13 » Sat May 21, 2016 4:08 am

I remember specing monstro on my Marauder specifically to annoy the **** out of people with a pull,kd combo, usually getting the disarm in there soon as the kd ended. Horrible damage output, but goddamn it was hilarious

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Toldavf
Posts: 1586

Re: Remembering old ability mechanics

Post#14 » Sat May 21, 2016 4:15 am

Seems like a broken mess :P
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-

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plompkin
Posts: 1

Re: Remembering old ability mechanics

Post#15 » Sun May 22, 2016 4:54 am

Anyone else remember the hilarious (broken) times when KOTBS first came out? Every instance of On Your Guard! stacked, so you'd swing on anyone in the group and suddenly lose most of your health. Or multiple instances of Rain of Fire stacking.

Oh and that RIDICULOUS Bright Wizard M2. The AOE nuke with a 3 second stun attached.

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