Dont worry im the worst player at everything in that game, except maybe Drow Ranger, i love those right clicks.
Also i downloaded path of exile, peng told me to D:


Time to have a badoff and see who is better at being insulted and told that they should die from rectal cancer by 15 year olds from Peru.

can anyone tell me how exactly did they nerf the twisters? Haven't touched twintania yet since the nerf, so you don't have to run around in a circle no more?


As explained in this thread a few times, it was never about "running in a circle" -- that was just one of many ways to deal with the core mechanic. The core mechanic is now incredibly lenient. You basically just move out of an invisible plume and then at the end of the cast the plume appears somewhere you used to be.
Think of Twister as a magical donut placed around your character. If you stand inside the donut hole or outside the donut itself, you'll die. Because of that, running in a circle was useful because it allowed you to stay close to where you started, but still be moving.
So you CAN still run in a circle if you'd like, but you don't have too now, it's much more lenient. Of course, don't circle back onto your own plume or well...yeah.
so basically all you have to do now is run around? doesn't have to be the donut circle? just move?
May I ask which "hints" did you find in order to understand this mechanic? I think one BG member mentioned having found some, even outside of coil.
I don't believe there was anything from outside coil that influenced the development of the strategy. One of the earliest things we tried to do was infer from design choices made how the mechanic should work. Key to this was the fact it targets the main tank and the MT was likely not going to be forced to move too far, when I began dodging using the smallest of movements (my little box from the video) everything else just seemed to fall into place.
I see. Yes, that's logical.I don't believe there was anything from outside coil that influenced the development of the strategy. One of the earliest things we tried to do was infer from design choices made how the mechanic should work. Key to this was the fact it targets the main tank and the MT was likely not going to be forced to move too far, when I began dodging using the smallest of movements (my little box from the video) everything else just seemed to fall into place.
Too bad tho, I was really going all tinfoil hat thinking about Garuda mechanics being somehow a hint, or even the "Clockwork" enemies in T3 being a subtle suggestion to move circularly.
Oh, well. :P
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