Flame trap not working
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Tried flame trap in pvp & other player still switched monsters (manually). Human players.
http://flic.kr/p/e5iZ4k - S monster stats pics!
Re: Flame trap not working
Hi,
Thanks for the report, we will test this.
Thanks for the report, we will test this.
Re: Flame trap not working
tuyet9 wrote:Tried flame trap in pvp & other player still switched monsters (manually). Human players.
The description for Flame Trap is "Lays flame traps around the targets. Has a chance of making them fail to switch manually. This skill can be stacked twice, increasing the failure chance."
So, there is also a chance that it won't be activated.
Re: Flame trap not working
support87 wrote:tuyet9 wrote:Tried flame trap in pvp & other player still switched monsters (manually). Human players.
The description for Flame Trap is "Lays flame traps around the targets. Has a chance of making them fail to switch manually. This skill can be stacked twice, increasing the failure chance."
So, there is also a chance that it won't be activated.
No , the Description of it in the Item(Skill Book) is
Lays flame traps around the target, causing them to fail when switching monsters manually.
Re: Flame trap not working
@ junicobakura
Hi, the current description is inaccurate, we will have it modified in our future update.
Sorry for the inconvenience.
Hi, the current description is inaccurate, we will have it modified in our future update.
Sorry for the inconvenience.
Re: Flame trap not working
Dear support, why if water cell, fissure, and entwine damage every turn and bind, flame trap not just is by chance, but also doesn't do any damage?
Is it a bug, or was intended that way? it looks unfair that some types (for not saying all others) do damage and flame trap not...
Is it a bug, or was intended that way? it looks unfair that some types (for not saying all others) do damage and flame trap not...

Re: Flame trap not working
@ AdnOfFire
It is by intended.
It is by intended.

Re: Flame trap not working
@ Support
this is Kind of off topic from OP, but what other skills stack their buff/debuff? Aside from entry hazard skills?
this is Kind of off topic from OP, but what other skills stack their buff/debuff? Aside from entry hazard skills?
Re: Flame trap not working
@ Bullhead81
Lethal Powder
"Sprinkles a poisonous powder on the target. May give it a poison debuff. If the target was already poisoned, its poison debuff will become more powerful."
There might or might not be other similar skills. But I'm not entitled to tell you more. It will take away the fun out of your exploration.
Lethal Powder
"Sprinkles a poisonous powder on the target. May give it a poison debuff. If the target was already poisoned, its poison debuff will become more powerful."
There might or might not be other similar skills. But I'm not entitled to tell you more. It will take away the fun out of your exploration.
Re: Flame trap not working
@Support
If flame trap is supposed to work that way, it isn't a little unbalanced?
I mean, it is not fair that other types can do damage and the fire one can't?
You should check your design and balance of the game, because it doesn't seem well thought. You should create some metagame allowing several interactions among monsters and skills, that is balanced and have some flavor.
That said, if you intended to give the fire not damage, due to some "flavor" you have for it, then where is the flavor on the other moves if all do the same? that is, bind and damage? it shouldn't be more flavorful if the water one bind and recovers hp of the user instead of damaging the target? and the others then buffing some stat and then the one with the flavor of damage should do damage instead of buffs (curiously, I will thought that the fire or earth are the ones that damage)... I'm just not following your design strategies...
If flame trap is supposed to work that way, it isn't a little unbalanced?
I mean, it is not fair that other types can do damage and the fire one can't?
You should check your design and balance of the game, because it doesn't seem well thought. You should create some metagame allowing several interactions among monsters and skills, that is balanced and have some flavor.
That said, if you intended to give the fire not damage, due to some "flavor" you have for it, then where is the flavor on the other moves if all do the same? that is, bind and damage? it shouldn't be more flavorful if the water one bind and recovers hp of the user instead of damaging the target? and the others then buffing some stat and then the one with the flavor of damage should do damage instead of buffs (curiously, I will thought that the fire or earth are the ones that damage)... I'm just not following your design strategies...
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