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Re: Remembering old ability mechanics
Posted: Fri May 20, 2016 6:30 am
by Nidwin
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
Re: Remembering old ability mechanics
Posted: Fri May 20, 2016 1:38 pm
by bichka
Rifting through doors. was pretty popular at forts, but fun was killed pretty fast

Re: Remembering old ability mechanics
Posted: Sat May 21, 2016 4:08 am
by inkslingerluke
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
Re: Remembering old ability mechanics
Posted: Sat May 21, 2016 4:15 am
by Toldavf
Seems like a broken mess

Re: Remembering old ability mechanics
Posted: Sun May 22, 2016 4:54 am
by plompkin
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.