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so basically what you're saying is make shotguns like ikelos literally impossible to use and make the already terrible physics problems much much worse, so instead of a phalanx only being able to one shot you if you're close to a wall, they can now shoot you across the map making encounters like shuro chi a -blam!-ing nightmare.
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작성자: Forge 12/15/2018 11:12:28 PMThen we go go back to D1 before TTK when using melee abilities was worthless because they could just insta-gib you the moment you got too close. And because of a return to that and the potential of limiting viable options for players I'm strongly against this.
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2 답변작성자: UNDEAD10000 12/16/2018 10:20:32 AM
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작성자: [SiN]大き氷 12/15/2018 6:41:19 PMOh yeah and friendly reminder Xol is the only one that does something different when you get close. He just eats you. He got a triple kill one time. I couldn't even be mad because it was actually something new in the game. Thanks VV for understanding what a boss is.
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2 답변There are people that are defending knockback? Cause getting shield bashed clear across the map is the greatest. You are probably the same people that think it's cool getting stuck by an 1/4" step up
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I find the knockback of the knockback is mainly a knockback that's like a knockback, but only when the knockback is similar to a knockback like the old knockbacks. Did i mention knockback? [spoiler]knockback[/spoiler]
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1 답변Knock, knock... Who's there? [spoiler]knockback[/spoiler] [spoiler]here's your quarter.... I know... bad joke😁[/spoiler]
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2 답변I would actually love for them to stomp as fast as this. https://youtu.be/6HnYWOoWNKg
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2 답변I don’t think knock is a huge issue. Shriekers in gambit have too much range though. And servitors in gofannon make the boss immune.
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1 답변People will defend anything that’s crap and lazy in this game won’t they? I wouldn’t mind the knockback if it weren’t the fact that every “boss” does it. It’s 2018, it’s Bungie and they have the backing of one of the most successful publishers in the industry. Use some creativity to punish players for getting within punching range of most “bigger than normal” enemies.
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