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#26 StormHaven

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Posted 18 October 2011 - 10:23 AM

After this newest patch Fighters are now able to animation cancel their twin skills....seriously?...

Edited by StormHaven, 18 October 2011 - 10:26 AM.

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#27 Kazu731

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Posted 18 October 2011 - 10:30 AM

After this newest patch Fighters are now able to animation cancel their twin skills....seriously?...

Really? I haven't noticed such a thing. How do they do that? I think the fix for the Fusion-cooldown bug was a good fix though.
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#28 StormHaven

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Posted 18 October 2011 - 10:33 AM

boop. removed so the bugg doesn't get out to widely..

Edited by StormHaven, 18 October 2011 - 10:49 AM.

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#29 Kazu731

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Posted 18 October 2011 - 10:36 AM

That's weird--hope there's a fix for that.

EDIT: GOOD GOD THAT IS OP

Edited by Kazu731, 18 October 2011 - 10:39 AM.

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#30 StormHaven

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Posted 18 October 2011 - 10:39 AM

At this point I'd just be happy to see animation canceling fixed and the ability to recall the twin/stop combos/use it while in air of the fusion skill...
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#31 StormHaven

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Posted 24 October 2011 - 01:20 AM

Its been brought to my attention and confirmed by multiple you users the reason for twin attacks being so strong is that they ignore enchanted armour defense while fusion and main twin skills do not.

With this being said if the class is going to have skills that ignore enchanted Def then it should be the fusions skills that do and not the twin attacks.

Edited by StormHaven, 24 October 2011 - 01:23 AM.

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#32 Jumpluffspore

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Posted 24 October 2011 - 12:50 PM

Its been brought to my attention and confirmed by multiple you users the reason for twin attacks being so strong is that they ignore enchanted armour defense while fusion and main twin skills do not.

With this being said if the class is going to have skills that ignore enchanted Def then it should be the fusions skills that do and not the twin attacks.

That's so ridiculous I don't even. Does it FULLY ignore enchanted armor or just a specific percentage?
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#33 Mvffin

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Posted 24 October 2011 - 12:58 PM

Its been brought to my attention and confirmed by multiple you users the reason for twin attacks being so strong is that they ignore enchanted armour defense


Wow, that's not ridiculous or anything.
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#34 GrapefruitGod

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Posted 24 October 2011 - 01:00 PM

What, I thought everybody knew that already
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#35 Jumpluffspore

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Posted 24 October 2011 - 01:01 PM

What, I thought everybody knew that already

I thought it ignored like 50%.
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#36 Kazu731

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Posted 24 October 2011 - 01:05 PM

I can do about 10% of Rim's HP with a single skill. I have 9k atk and he has 13k defense. Whatever it ignores, it ignores way too much.
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#37 StormHaven

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Posted 28 October 2011 - 10:22 PM

I have another suggestion for weaving to match it's actually name. When i think of weaving I think of dodging not blocking. What if they were to make weaving increase evade by 250% when the skill is used instead of 100% block rate. This would reflect the skill's name better than the blocking does and match the click of fighters which is high movement and dodging attacks while countering with powerful attacks.

Edited by StormHaven, 28 October 2011 - 10:23 PM.

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#38 bvcehrbvj4

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Posted 06 November 2011 - 07:30 PM

The only 2 things I think that need to be addressed with fighters(besides skills crashing them) are the Twin and Weaving.

First I love the concept of having 2 characters fight at once, but making one of them the main damage dealer, invincible, and immune to conditions. What I propose they should do is make the twin kill-able, but allow it to res ~20seconds after dieing. All this would do is make twins more of a skilled class since spamming twin skills would cause them to lose a major source of damage.

Secondly Weaving. Really I just love this skill but a 3 second cooldown is just completely uncalled for. Combined with an invincible twin and high movement speed there is no reason why it should be 3seconds. It really should be at least 5seconds. I understand fighters have low health, but they've got a self Res and a great movement speed buff to compensate for it.
These are just my opinions. I would like to hear opinions from Twin Fighters themselves along with people who have PvPed them repeatable.

If you make the twin die, what can the user do?It doesn't have many moves to use in pvp but power fist and barely any others.

Edited by bvcehrbvj4, 06 November 2011 - 07:31 PM.

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#39 Mvffin

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Posted 06 November 2011 - 09:29 PM

If the twin dies, fusion/unfusion brings her back. Not sure if either is intentional.
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#40 StormHaven

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Posted 06 November 2011 - 09:43 PM

If you make the twin die, what can the user do?It doesn't have many moves to use in pvp but power fist and barely any others.


That's why I suggested the twin can respawn after X amount of time. A fighter has high movement speed surviving for X amount of time while the twin is down should be easy.
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#41 tainguyen

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Posted 02 December 2011 - 03:03 PM

I've been playing twins for awhile, and weave cooldown must be increased. 4 secs fir power weave, 5 secs for weave. In combination with maxed breathing, cooldown is reduced by 1.5 secs. With fusion, 0.7. A total of 2.2 secs decreased if used together. Making weave essentially 1.8 sec cooldown and 2.8.
*I propose that we increase cooldown of power weave to 15, and weave to 20. This way it will have some use to twins and increase their potential.

As for infinite kicking, I find it as an important mechanic for pvp. Twins cannot chain much skills to each other.

As for twin dieing, I think that's too complex. It shuts down 66% of the skill tree. I would propose that twins cannot atk while you are stun, or hit, but that defeats the concept as playing as 2 ppl.

Imo, twins is one of the most balanced classes
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#42 GrapefruitGod

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Posted 02 December 2011 - 03:05 PM

I'd say they're fine now after they fixed the twin damage. Sure the weaving may be op but if you can deal more burst damage than sniping then there's a serious problem.
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