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Game Mechanics Something some of you were probably looking for

Discussion in 'General Suggestions' started by ThePurpleEmerald, Jan 17, 2024.

?

Thoughts? (Comment Feedback/ Suggestions if you can)

  1. Good concept, it will be a great addition (Yes)

  2. Good concept, could use some improvements (Give Suggestions)

  3. Not a good concept, could use some improvements (Give Suggestions)

  4. Not a good concept, it will not be a great addition (No)

Results are only viewable after voting.
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  1. ThePurpleEmerald

    ThePurpleEmerald Famous Adventurer

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    Should still be fine I guess?

    Worse case scenario is the time limit of your summons being added to the extra time needed to enter an AFK state
    At this point it's more of an issue of Summoner being flawed in its uncontrollability rather than the AFK mechanic itself

    Because I really don't like the fact that Summoner can't halt in the case where you don't actually want to damage the target (Hint hint Solar Vanguard sure is a fun battle with Summoner archetype)
     
  2. Tzelofachad

    Tzelofachad Owner of the Rift, manager of the Uz hotel

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    My biggest problem is movement spelling. My best examples are
    1: In the nest of the grootslang resource room, one puzzle involves seeing a pattern, memorizing it, and then killing mobs to match the pattern. All good, until you AT ANY POINT cast totem->haul to get there faster. You start the puzzle, your puppets start shooting, and 4 seconds later every mob was gone and i failed the puzzle.
    2: I was on a pvp enabled housing island, and wanted to try something with a friend, so i tried hauling myself up onto a pillar to do it, so i spammed totem-haul a few times, but by the time i got up there, my puppets spawned by the totem killed him, and it happened over and over!
     
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