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Divine Avenger Fix

3 replies [Last post]
Mon, 11/21/2011 - 07:56
West-Tex-Mex's picture
West-Tex-Mex

There should be a fix to the DA charge attack. No, I'm not asking for the width of the charge attack to change to as it was before. I've learned to live with that change. When you use the charge attack way too close to a wall, the charge attack cancels out. This happens a lot, and I find it a tad bit annoying, especially on floor 26 in FSC in the room before the elevator when you are attacking mobs of zombies in that really really small space. I'm sure most of you have gone through the same experience. This is all that I am asking for, just that one little fix.

Mon, 11/21/2011 - 08:30
#1
Playerman's picture
Playerman
The Divine Avenger's charge

The Divine Avenger's charge is like that because Three Rings doesn't want you spamming it up against a wall where there's no risk from getting hit from behind.

Mon, 11/21/2011 - 16:59
#2
Iaena's picture
Iaena
The DA is already pretty

The DA is already pretty awesome as it is... one little drawback that makes you watch where you stand isn't a bad thing.

Tue, 11/22/2011 - 14:37
#3
Dirge-Knight's picture
Dirge-Knight
I agree with Blueknighter,

I agree with Blueknighter, but we cannot have people against wall the whole time either... so I propose a compromise:

1) If the projectile kickback sends the DA user backwards into the wall, the projectiles still fire
2) If the knight's back is already against a wall, there are no projectile swords.

This will make up for accidents, and not allow the knight to keep hiding in a hole.

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