Rapidfire 1, Rapidfire 2, Patchnotes 1.62
51 posts
• Page 4 of 4 • 1, 2, 3, 4
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Hmm, i was under the impression that RF was changed to 5% and RF2 was changed to 5% because Blue thinks that you get faster shots with no damage reduction. In which case that would be wrong and yet another custom penalty against the Archer class. |
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It's an evil conspiracy against archers.
YA RLY Healowner - Alb/Merlin - The Guardians |
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No there was some issues brought up to me from blue about people prefeering to use RF over normal shots, so he was kinda not sure about it, but after enough proof and talking, he agreed to do the changes. With RF1 being changed from 10% cost to 5%, and soon after changed RF2 from 5% to i think 4%
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Ah, my mistake. I saw no mention of RF2 fix and had concerns that it was still set at 5%.
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ya that fix was made recently, few days ago. Which also interduced that new bug with the RF toggle, causing it not to actualy be disabled and screws up CS sometimes. RF1 fix didnt cause it, but something happened during the patching of RF2 fix is causing that.
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Can we have an update on Rapid Fire Endurance Cost in Uthgard 2.0?
Maybe in a grab bag. ![]() Reminder to Self: Quality over Quantity, what is the Value here?
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51 posts
• Page 4 of 4 • 1, 2, 3, 4
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