Shadowstep bug?
Koruyo
AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
Before this patch you could jump and shadowstep after, now you have to wait until the jump was at its highest peak to be able to shadows step.
Feels like this is broken, a hidden delay, or a very very bad way to fix that you get a tiny bit increased range by combining jump with shadowstep.
Ppl want to be able to jump and use such abilitys, and not be possibly killed for doing it because it suddenly didnt shadowstep(if you didnt know that you have to wait or spam shadowstep to make it work with jump since this build) - or at least took a important second longer to do
Feels like this is broken, a hidden delay, or a very very bad way to fix that you get a tiny bit increased range by combining jump with shadowstep.
Ppl want to be able to jump and use such abilitys, and not be possibly killed for doing it because it suddenly didnt shadowstep(if you didnt know that you have to wait or spam shadowstep to make it work with jump since this build) - or at least took a important second longer to do
Comments
Look out for more movement related changes for next build!
:/
I wish fades had to be skillful to be hard to kill. Mashing shift as hard as you can is apparently the way we're supposed to play fade now and on top of that you get adrenaline for your blink :| :| :|
skillful fade + free shadow step + more armor & health = unstoppable
i like the fade before lol.
dont forget feign death just incase you manage to put 100 rounds into it
i like the fade before lol.<!--QuoteEnd--></div><!--QuoteEEnd-->
decent client performance + decent server performance + decent mouse sensitivity implementation = many dead fades.
You're forgetting feign death, where fades that you would solo are now living forever
bad fades.
Thats been fixed.
1) The new shadow step is free with a very short cooldown (0.5s?). Unprecedented mobility.
2) Recent health buffs (200hp -> 300hp, 80armor -> 100 armor, effective hp gain of 39% against normal damage)
3) Carapace's increased benefit (included in #2) is supposed to be countered by its recent penalty. The speed penalty is completely irrelevant because of shadow step.
#3 is also a problem with the new skulks. A skulk with carapace now has 20 extra armor (31% effective hp gain versus normal) and leap completely nullifies the supposed tradeoff of the increased carapace armor. The result is that both fades and skulks with leap are far to powerful with the new carapace because the new carapace is balanced based upon a penalty which is nullified by shadow step and leap.
The fade's play style should promote effective use of its movement for evasion while closing the distance, and then for killing targets quickly. It should not promote spamming of movement around marines just being as difficult to hit as possible. Its a similar problem to the original wallhop that skulk had, with full aircontrol.
250/80 with carp.
SS costs energy
Energy recharge slowed.
Made it so fades can't go regen feign without having serious energy issues, resulted in making early fades pretty easy to kill as they don't always have energy to SS escape, or if they have adrenaline, making them pretty squishy for 2-3 rines to focus down.
I didn't like the changes to hive drop time and expansion for aliens though. Changes like that leave aliens holding their ######s waiting for a timer to go off before they can continue expanding, regardless of map control or income.
Nah, Vortex can stick to be a hive 3 upgrade. There are many other ideas out there for a hive 2 ability. Like Acid Rocket...