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Fixed Bad kits Got Nerfed?

Discussion in 'Hardcore Games' started by BlueSideWind, Feb 17, 2016.

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  1. BlueSideWind

    BlueSideWind Active Member

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    Dwarf- Ability no longer works in water. Everytime you press shift it activates the ability which forces it into cooldown. Instead of old ability where if Charged but no entity was near by you don't activate the ability.

    Grenadier: Super long charge up time. Super hard to make ammo. Grenades deal way less damage. Grenades speed launch is laughable. I mean its basicly shooting an arrow speed.

    I can only guess what they did with old time kits that were hardly used to begin with. Nerfed them some more lol

    Levitator shots are slow as snails and not only that their block radius is so huge that it touches the ground and become a regular block rendering the kit "essential ability" useless. Which was knocking players away from you and knocking players off towers.

    Rhino- Ability to launch players into the air to deal initial damage before a fight now just push people away. A bit super similar to Dwarf but actually better considering you don't have to charge up
     
    #1 BlueSideWind, Feb 17, 2016
    Last edited: Feb 17, 2016
  2. MattM1PVP

    MattM1PVP Ex-HG Staff Member

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  3. TheMafias

    TheMafias Something wise

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  4. ShmexySheep

    ShmexySheep Member

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    This is all so true D:
     
  5. Totom3

    Totom3 Tactical reboot, incoming!

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    Thank you for reporting all this. Note that these weren't intentional nerfs; they're closer to bugs than to anything else.
    • Dwarf now no longer triggers if there are no nearby entities;
    • Grenadier charge up time reduced to 2 seconds (from 3). No matter what you use as ammo, the explosion will ALWAYS be bigger than what it was before the kits update. Anything can be used as ammo, but firework charges cause greater explosions;
    • Fixed Grenadier and Levitator shots speed;
    • Rhino now projects entities way higher.
    Moved to bug reports & locked.
     
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