Electromagnet/Rift radius.

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Vigfuss
Posts: 383

Re: Electromagnet/Rift radius.

Post#21 » Tue Nov 24, 2015 2:59 am

There's a bug report about how collision detection works when everyone lands in one spot. Apparently that was changed a bit on live by spreading people out a when they land. It feels like it's pulling from farther than 75 feet, it's hard to measure in game, but it seems much more powerful than it was on live.
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magter3001
Posts: 1284

Re: Electromagnet/Rift radius.

Post#22 » Tue Nov 24, 2015 4:20 am

This thread makes me sad. :(

Here I was leveling a Magus for the pull and everything is already being fixed. Why can't the devs fix pounce instead?
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peterthepan3
Posts: 6509

Re: Electromagnet/Rift radius.

Post#23 » Tue Nov 24, 2015 8:03 am

Really? We want to nerf the only skill that makes these two classes viable even more? It's working as it did on live; only the speed is slower, and there are a few temporary bugs that I am sure are being looked into. Give the devs time.

While we're at it let's also nerf:
* BW and Sorc - just in general - for being a ridiculously easy class;
* DPS AM damage;
* Slayer ID;
* Festerbombs;
* Pounce;
* Chosen/KOTBS utility

Appreciate that T3 is only 3 days old, and that bugs - such as Rift range being a bit borked - are unavoidable. But if you're running around without a group and are getting farmed by rift bomb groups, rift isn't the problem - you just need to adapt and find a group to counter it!

I implore you all: do not heed these naysayers that want to nerf everything that presents a different challenge/experience than that which they have been accustomed to (i.e. slayer/bw groups)
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Poseidon
Posts: 19

Re: Electromagnet/Rift radius.

Post#24 » Tue Nov 24, 2015 8:30 am

As for me (and for many people) We don't speak about the skill itself. We just report some bugs like not corect imune / texture crossing when pull / range bug.

If bugs are fixed, this skill become a game modifier and not a "game killer" like it is atm.

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hogun
Posts: 318

Re: Electromagnet/Rift radius.

Post#25 » Tue Nov 24, 2015 9:44 am

Why no immune with git to da choppa random pull ? and is it realy 30 feet ?
My video : https://www.youtube.com/watch?v=65aHhb4kCJU
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Thekil
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Posts: 13

Re: Electromagnet/Rift radius.

Post#26 » Tue Nov 24, 2015 9:50 am

Getting pulled through walls, door, and 2nd floor of keep is super fun!!!

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BreezeKicker
Posts: 197

Re: Electromagnet/Rift radius.

Post#27 » Tue Nov 24, 2015 12:12 pm

Soulcheg wrote:
Azarael wrote:It's impossible to have two copies of the immunity buffs because they have MaxCopies 1
Try to reproduce situation at test-server, please. I'm not lying, that's what i saw, two rifts in 10 seconds, with 2 immune timers.

Rift/magnet ignoring even focused mind now, not saying about pulling people from second floor to first floor.

FM doesn't give immunity to punts/pulls, nor to KDs.

It removes and then ignores silences, roots, snares, disarms and grats immunity to cast set backs.
Last edited by BreezeKicker on Tue Nov 24, 2015 8:08 pm, edited 1 time in total.
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Landaren
Posts: 226

Re: Electromagnet/Rift radius.

Post#28 » Tue Nov 24, 2015 4:59 pm

can we just have it not pull us into one single point, the body blocking is unbefuckingleavable

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peterthepan3
Posts: 6509

Re: Electromagnet/Rift radius.

Post#29 » Tue Nov 24, 2015 5:29 pm

If that's the case, then the snare should be longer ^ Due to rift's slower speed on the ROR server, half of the snare seems to be in mid-air - rendering it somewhat useless :/
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Sulorie
Posts: 7461

Re: Electromagnet/Rift radius.

Post#30 » Tue Nov 24, 2015 6:34 pm

Landaren wrote:can we just have it not pull us into one single point, the body blocking is unbefuckingleavable
This is not working as intended. I am sure it will be fixed at some point.
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