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Thread: sharken charging from gas trap stunned state in 7.32

  1. #1
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    sharken charging from gas trap stunned state in 7.32

    I observed this while dead in aquanos survival wave 18. A sharken and a group of other mobs walked to the middle of a resetting gas trap and it triggered, sending them all into the stunned state with coughing animation. However, a few seconds later, the sharken charged forward, even though the gas trap was still running and all other mobs were still stunned. This behavior has not been observed in patch 7.31, and yet in 7.32 my walls are frequently getting pushed where they were not in 7.31. I think this bug may be the cause of that.

  2. #2
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    Also experiencing this

  3. #3
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    Quote Originally Posted by bbbbbob View Post
    I observed this while dead in aquanos survival wave 18. A sharken and a group of other mobs walked to the middle of a resetting gas trap and it triggered, sending them all into the stunned state with coughing animation. However, a few seconds later, the sharken charged forward, even though the gas trap was still running and all other mobs were still stunned. This behavior has not been observed in patch 7.31, and yet in 7.32 my walls are frequently getting pushed where they were not in 7.31. I think this bug may be the cause of that.
    I haven't observed this BUT I have experienced an increase in succesful sharken charges since last patch. I do hope this is the answer!

  4. #4
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    I was wondering why the exact build I was using last patch all of a sudden started getting more Sharken through...

  5. #5
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    Quote Originally Posted by Marenar View Post
    I haven't observed this BUT I have experienced an increase in succesful sharken charges since last patch. I do hope this is the answer!
    I've witnesses a couple of cases of Harpoons not caring about winding up Sharken until everything infront of it is dead.

  6. #6
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    i donno. I think sharks need some sort of adjustment. we're soooo heavily locked into gas trap spam at the moment. Mansharks should have an additional counter. Just not 100% sue what it should be.

    Lightning towers should keep them stunned for their duration. Would be similar to how a gas trap is but the duration would be much less. not exactly sure how long a lightning tower attacks before before it needs to recharge.

    But the effect would be that you have TWO counters working for you (at a stupid high DU cost) and reduce the likelihood of mansharks getting a charge off.

  7. #7
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    Quote Originally Posted by Kandar View Post
    i donno. I think sharks need some sort of adjustment. we're soooo heavily locked into gas trap spam at the moment. Mansharks should have an additional counter. Just not 100% sue what it should be.

    Lightning towers should keep them stunned for their duration. Would be similar to how a gas trap is but the duration would be much less. not exactly sure how long a lightning tower attacks before before it needs to recharge.

    But the effect would be that you have TWO counters working for you (at a stupid high DU cost) and reduce the likelihood of mansharks getting a charge off.
    I was thinking SLICE n DICE could me unmoveable by sharken... Thus making it more useful again. Possible a DU decrease with this change.

    Another Idea I had was after about 30 seconds ~ a minute of time passed defences would automatically revert to their old positions.

    This would keep sharken an a threat for orges getting in for about a minute, but make the game less annoying and more fun as you wouldn't need to sell and replace towers throughout the game.

  8. #8
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    That would mean the game would have to remember your setup though. Not sure how possible that is.

    If that would happen though, I'd love to see a way to remember my build, so I don't have to build everything up from scratch each game. Then again, that might discourage trying new builds.

    Oh and one thing I would absolutely love there. Extended manapool during build phase. Allow us to gather more than 1-2 chests of mana at a time. I'd love the crap out of that.


    More on-topic: I think I read this issue somewhere else. If a sharken has vision it'll start charging, and just won't stop if a gas trap triggers while that's happening. It does stun a desummoning djinn, just not a charging sharken. Seems like a bug.

  9. #9
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    Yeah something is up with the sharks, wayyyyy more charges

  10. #10
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    I think that if ANY physical defense should be outright immune to Sharken, it should be the bouncer. It's the only defense which is directly reactive to its environment. They function as a Reactive Armour ( http://en.wikipedia.org/wiki/Reactive_armour ) which should not simply stop a sharken charge, but throw them aside AND stun them.

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