and you get past that 30k with what, a tank LB or something? That seems really inconsistent, as long as it's nullified by legitimate means.
and you get past that 30k with what, a tank LB or something? That seems really inconsistent, as long as it's nullified by legitimate means.
No. If it were a tank LB it would've been legitimate (though a tank LB likely wouldn't do it anyways, since enrage hits are usually unmitigatable specifically to avoid this). The people who got banned for cheating in T8 did some illegitimate, like bugging themselves above/below the arena to avoid Atomic Ray.
I remember reading a quote from Yoshi-P where he said he didn't think that people would try something like that to beat T2. So yes, unintended is the correct syntax here.
Personally I wish they had handled T2 this way, but I guess with the way T2 and T4 was designed they wanted to give people a chance at still being able to beat the encounter if they went a little longer than anticipated. At least there's no question in the new Coil turns that if you go too long it's going to be an auto-wipe.
Oh, how the hell would anyone compare the two things? That's apples and oranges.No. If it were a tank LB it would've been legitimate (though a tank LB likely wouldn't do it anyways, since enrage hits are usually unmitigatable specifically to avoid this). The people who got banned for cheating in T8 did some illegitimate, like bugging themselves above/below the arena to avoid Atomic Ray.
Well the problem with Rot is that it punished melee players more than ranged. Before letting the ticks hit 0 (enrage if you like) was discovered as a method to clear turn 2, melee where being omitted from turn 2 parties because of the increased chances of wiping as opposed to all ranged. "Enrage" method allowed all DDs to do it equally.
That was the major issue of Rot. Posssibly Yoshi realized that which led to his decision to leave it as it is.
Wait, what? It did nothing of the sort. Having two melee is a joke with Rot if people know what they are doing.Well the problem with Rot is that it punished melee players more than ranged. Before letting the ticks hit 0 (enrage if you like) was discovered as a method to clear turn 2, melee where being omitted from turn 2 parties because of the increased chances of wiping as opposed to all ranged. "Enrage" method allowed all DDs to do it equally.
That was the major issue of Rot. Posssibly Yoshi realized that which led to his decision to leave it as it is.
4 it becomes a tiny bit hairy, but even with 3 melee it's easily doable. The distance rot passes and the distance between the two borders of ADS' Flank/Rear(ie on both sides) is plenty to avoid accidentally passing it to someone early. This is why I said people have to know what they're doing.
also happens if you chose to ignore the mechanics of the fight after a two minute timer.
he would probably keep doing it until everyone dies. look at the 2.2 trailer for reference.
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