Cyclone Spin and Object collision cancellation
When using Cyclone if your character runs into a wall, strongbox, pretty much any and all objects (not movable) the cyclone attack with not trigger.
This is an issue for a number of reasons, the most notable being tiny/thin hallways with enemies. If I move too high or low and collide with the walls (or small debris) in the map, I stop spinning (and leeching). I don't know the reason or if there is a reason for this function, but I feel that if you are activating your skill you should be spinning. Looking at it again, it might just be that your character doesn't move, and this skill might need you to be in motion while active. However, I would like to think that a non-moving Cyclone is in no way unbalanced or in anyway achieving some kind of superior advantage. With that said, I'm going to report that the 'Stop moving' key doesn't hold you in place while Cyclone is active. Thanks for looking into it, or feedback. Last edited by WhenQsLandFlicker#7835 on Dec 19, 2015, 3:29:51 AM
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The problem is they added 'minimum travel distance' to the skill without taking into account the fact that ground is filled with barely visible debris and some objects are placed too close. I think cyclone mechanic need roll back to pre 1.3 version.
Problem: impostor syndrome
Solution: nerf everything Result: depressing mess |
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I wasn't aware of the travel distance thing. I find myself agreeing with you, though. I can't think of reason the distance travel should be an element. Perhaps time spent spinning is based off attack speed. But just my two cents.
Anyway, thanks for the clarification. :) |
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