Wolf_Watching wrote: »It should have a cast type, minimum travel time, a unique animation, or something.
Compared to NB’s bow proc that doesn’t have an attached spammable, a unique animation, a noise, a min travel time, etc.
Sorc’s crystal wep with a long obvious animation, frag with a min travel time and innate cast time, and curse with a unique animation.
Necro’s obvious blast bones.
Warden’s obvious and very avoidable beetles.
Templar’s over-nerfed and very obvious light.
Not to mention, dk has two other burst moves already (flames of oblivion+deep breath); one of which is an instant spammable with an added burst mechanic that is used to proc the whip too.
ForumBully wrote: »Wolf_Watching wrote: »It should have a cast type, minimum travel time, a unique animation, or something.
Compared to NB’s bow proc that doesn’t have an attached spammable, a unique animation, a noise, a min travel time, etc.
Sorc’s crystal wep with a long obvious animation, frag with a min travel time and innate cast time, and curse with a unique animation.
Necro’s obvious blast bones.
Warden’s obvious and very avoidable beetles.
Templar’s over-nerfed and very obvious light.
Not to mention, dk has two other burst moves already (flames of oblivion+deep breath); one of which is an instant spammable with an added burst mechanic that is used to proc the whip too.
Just looking for symbolic payback and dragging down the last class standing? I'd rather trying to pull the others up myself, but I understand the impulse.
The_Titan_Tim wrote: »ForumBully wrote: »Wolf_Watching wrote: »It should have a cast type, minimum travel time, a unique animation, or something.
Compared to NB’s bow proc that doesn’t have an attached spammable, a unique animation, a noise, a min travel time, etc.
Sorc’s crystal wep with a long obvious animation, frag with a min travel time and innate cast time, and curse with a unique animation.
Necro’s obvious blast bones.
Warden’s obvious and very avoidable beetles.
Templar’s over-nerfed and very obvious light.
Not to mention, dk has two other burst moves already (flames of oblivion+deep breath); one of which is an instant spammable with an added burst mechanic that is used to proc the whip too.
Just looking for symbolic payback and dragging down the last class standing? I'd rather trying to pull the others up myself, but I understand the impulse.
How is that symbolic payback? He has a good point, it’s the only class that gives no indication when it’s about to burst you.
Also, if it’s the last class standing, it’s the only class standing, that’s a problem.
ForumBully wrote: »The_Titan_Tim wrote: »ForumBully wrote: »Wolf_Watching wrote: »It should have a cast type, minimum travel time, a unique animation, or something.
Compared to NB’s bow proc that doesn’t have an attached spammable, a unique animation, a noise, a min travel time, etc.
Sorc’s crystal wep with a long obvious animation, frag with a min travel time and innate cast time, and curse with a unique animation.
Necro’s obvious blast bones.
Warden’s obvious and very avoidable beetles.
Templar’s over-nerfed and very obvious light.
Not to mention, dk has two other burst moves already (flames of oblivion+deep breath); one of which is an instant spammable with an added burst mechanic that is used to proc the whip too.
Just looking for symbolic payback and dragging down the last class standing? I'd rather trying to pull the others up myself, but I understand the impulse.
How is that symbolic payback? He has a good point, it’s the only class that gives no indication when it’s about to burst you.
Also, if it’s the last class standing, it’s the only class standing, that’s a problem.
It is a problem, so those classes need to be changed for the better, not the last class getting changed for the worse.
Does anyone anywhere think there's actually going to be a reason why it is the way it is?
The_Titan_Tim wrote: »ForumBully wrote: »The_Titan_Tim wrote: »ForumBully wrote: »Wolf_Watching wrote: »It should have a cast type, minimum travel time, a unique animation, or something.
Compared to NB’s bow proc that doesn’t have an attached spammable, a unique animation, a noise, a min travel time, etc.
Sorc’s crystal wep with a long obvious animation, frag with a min travel time and innate cast time, and curse with a unique animation.
Necro’s obvious blast bones.
Warden’s obvious and very avoidable beetles.
Templar’s over-nerfed and very obvious light.
Not to mention, dk has two other burst moves already (flames of oblivion+deep breath); one of which is an instant spammable with an added burst mechanic that is used to proc the whip too.
Just looking for symbolic payback and dragging down the last class standing? I'd rather trying to pull the others up myself, but I understand the impulse.
How is that symbolic payback? He has a good point, it’s the only class that gives no indication when it’s about to burst you.
Also, if it’s the last class standing, it’s the only class standing, that’s a problem.
It is a problem, so those classes need to be changed for the better, not the last class getting changed for the worse.
Does anyone anywhere think there's actually going to be a reason why it is the way it is?
How could an alter to any other class compensate for the inability to prepare or react to Molten Whip?
ForumBully wrote: »The_Titan_Tim wrote: »ForumBully wrote: »The_Titan_Tim wrote: »ForumBully wrote: »Wolf_Watching wrote: »It should have a cast type, minimum travel time, a unique animation, or something.
Compared to NB’s bow proc that doesn’t have an attached spammable, a unique animation, a noise, a min travel time, etc.
Sorc’s crystal wep with a long obvious animation, frag with a min travel time and innate cast time, and curse with a unique animation.
Necro’s obvious blast bones.
Warden’s obvious and very avoidable beetles.
Templar’s over-nerfed and very obvious light.
Not to mention, dk has two other burst moves already (flames of oblivion+deep breath); one of which is an instant spammable with an added burst mechanic that is used to proc the whip too.
Just looking for symbolic payback and dragging down the last class standing? I'd rather trying to pull the others up myself, but I understand the impulse.
How is that symbolic payback? He has a good point, it’s the only class that gives no indication when it’s about to burst you.
Also, if it’s the last class standing, it’s the only class standing, that’s a problem.
It is a problem, so those classes need to be changed for the better, not the last class getting changed for the worse.
Does anyone anywhere think there's actually going to be a reason why it is the way it is?
How could an alter to any other class compensate for the inability to prepare or react to Molten Whip?
Inability? I don't think any of the other classes should have the handicap of telegraphs and cast times and channels, etc. Just because they do doesn't mean I want that nonsense extended again to the one class that doesn't.
Look for buffs not nerfs.
The_Titan_Tim wrote: »ForumBully wrote: »The_Titan_Tim wrote: »ForumBully wrote: »The_Titan_Tim wrote: »ForumBully wrote: »Wolf_Watching wrote: »It should have a cast type, minimum travel time, a unique animation, or something.
Compared to NB’s bow proc that doesn’t have an attached spammable, a unique animation, a noise, a min travel time, etc.
Sorc’s crystal wep with a long obvious animation, frag with a min travel time and innate cast time, and curse with a unique animation.
Necro’s obvious blast bones.
Warden’s obvious and very avoidable beetles.
Templar’s over-nerfed and very obvious light.
Not to mention, dk has two other burst moves already (flames of oblivion+deep breath); one of which is an instant spammable with an added burst mechanic that is used to proc the whip too.
Just looking for symbolic payback and dragging down the last class standing? I'd rather trying to pull the others up myself, but I understand the impulse.
How is that symbolic payback? He has a good point, it’s the only class that gives no indication when it’s about to burst you.
Also, if it’s the last class standing, it’s the only class standing, that’s a problem.
It is a problem, so those classes need to be changed for the better, not the last class getting changed for the worse.
Does anyone anywhere think there's actually going to be a reason why it is the way it is?
How could an alter to any other class compensate for the inability to prepare or react to Molten Whip?
Inability? I don't think any of the other classes should have the handicap of telegraphs and cast times and channels, etc. Just because they do doesn't mean I want that nonsense extended again to the one class that doesn't.
Look for buffs not nerfs.
In combat oriented fighting games, back and forth exchanges and reactionary gameplay are staples.
Should it be easy to react to abilities? No.
Should it be possible? Yes.
ForumBully wrote: »Wolf_Watching wrote: »It should have a cast type, minimum travel time, a unique animation, or something.
Compared to NB’s bow proc that doesn’t have an attached spammable, a unique animation, a noise, a min travel time, etc.
Sorc’s crystal wep with a long obvious animation, frag with a min travel time and innate cast time, and curse with a unique animation.
Necro’s obvious blast bones.
Warden’s obvious and very avoidable beetles.
Templar’s over-nerfed and very obvious light.
Not to mention, dk has two other burst moves already (flames of oblivion+deep breath); one of which is an instant spammable with an added burst mechanic that is used to proc the whip too.
Just looking for symbolic payback and dragging down the last class standing? I'd rather trying to pull the others up myself, but I understand the impulse.
ForumBully wrote: »The_Titan_Tim wrote: »ForumBully wrote: »The_Titan_Tim wrote: »ForumBully wrote: »The_Titan_Tim wrote: »ForumBully wrote: »Wolf_Watching wrote: »It should have a cast type, minimum travel time, a unique animation, or something.
Compared to NB’s bow proc that doesn’t have an attached spammable, a unique animation, a noise, a min travel time, etc.
Sorc’s crystal wep with a long obvious animation, frag with a min travel time and innate cast time, and curse with a unique animation.
Necro’s obvious blast bones.
Warden’s obvious and very avoidable beetles.
Templar’s over-nerfed and very obvious light.
Not to mention, dk has two other burst moves already (flames of oblivion+deep breath); one of which is an instant spammable with an added burst mechanic that is used to proc the whip too.
Just looking for symbolic payback and dragging down the last class standing? I'd rather trying to pull the others up myself, but I understand the impulse.
How is that symbolic payback? He has a good point, it’s the only class that gives no indication when it’s about to burst you.
Also, if it’s the last class standing, it’s the only class standing, that’s a problem.
It is a problem, so those classes need to be changed for the better, not the last class getting changed for the worse.
Does anyone anywhere think there's actually going to be a reason why it is the way it is?
How could an alter to any other class compensate for the inability to prepare or react to Molten Whip?
Inability? I don't think any of the other classes should have the handicap of telegraphs and cast times and channels, etc. Just because they do doesn't mean I want that nonsense extended again to the one class that doesn't.
Look for buffs not nerfs.
In combat oriented fighting games, back and forth exchanges and reactionary gameplay are staples.
Should it be easy to react to abilities? No.
Should it be possible? Yes.
Well maybe I'm unusual, but I can tell I'm about to get whipped when I can see that my opponent is a DK...I just can't do much of anything about it.
Wolf_Watching wrote: »ForumBully wrote: »The_Titan_Tim wrote: »ForumBully wrote: »The_Titan_Tim wrote: »ForumBully wrote: »The_Titan_Tim wrote: »ForumBully wrote: »Wolf_Watching wrote: »It should have a cast type, minimum travel time, a unique animation, or something.
Compared to NB’s bow proc that doesn’t have an attached spammable, a unique animation, a noise, a min travel time, etc.
Sorc’s crystal wep with a long obvious animation, frag with a min travel time and innate cast time, and curse with a unique animation.
Necro’s obvious blast bones.
Warden’s obvious and very avoidable beetles.
Templar’s over-nerfed and very obvious light.
Not to mention, dk has two other burst moves already (flames of oblivion+deep breath); one of which is an instant spammable with an added burst mechanic that is used to proc the whip too.
Just looking for symbolic payback and dragging down the last class standing? I'd rather trying to pull the others up myself, but I understand the impulse.
How is that symbolic payback? He has a good point, it’s the only class that gives no indication when it’s about to burst you.
Also, if it’s the last class standing, it’s the only class standing, that’s a problem.
It is a problem, so those classes need to be changed for the better, not the last class getting changed for the worse.
Does anyone anywhere think there's actually going to be a reason why it is the way it is?
How could an alter to any other class compensate for the inability to prepare or react to Molten Whip?
Inability? I don't think any of the other classes should have the handicap of telegraphs and cast times and channels, etc. Just because they do doesn't mean I want that nonsense extended again to the one class that doesn't.
Look for buffs not nerfs.
In combat oriented fighting games, back and forth exchanges and reactionary gameplay are staples.
Should it be easy to react to abilities? No.
Should it be possible? Yes.
Well maybe I'm unusual, but I can tell I'm about to get whipped when I can see that my opponent is a DK...I just can't do much of anything about it.
And that’s the problem. No significant indicator that you are about to be hit with a normal whip or one that hits as hard as a blastbones/beetles. Not to mention: 0 travel time. Something very common place with many other abilities like it.
ForumBully wrote: »Wolf_Watching wrote: »ForumBully wrote: »The_Titan_Tim wrote: »ForumBully wrote: »The_Titan_Tim wrote: »ForumBully wrote: »The_Titan_Tim wrote: »ForumBully wrote: »Wolf_Watching wrote: »It should have a cast type, minimum travel time, a unique animation, or something.
Compared to NB’s bow proc that doesn’t have an attached spammable, a unique animation, a noise, a min travel time, etc.
Sorc’s crystal wep with a long obvious animation, frag with a min travel time and innate cast time, and curse with a unique animation.
Necro’s obvious blast bones.
Warden’s obvious and very avoidable beetles.
Templar’s over-nerfed and very obvious light.
Not to mention, dk has two other burst moves already (flames of oblivion+deep breath); one of which is an instant spammable with an added burst mechanic that is used to proc the whip too.
Just looking for symbolic payback and dragging down the last class standing? I'd rather trying to pull the others up myself, but I understand the impulse.
How is that symbolic payback? He has a good point, it’s the only class that gives no indication when it’s about to burst you.
Also, if it’s the last class standing, it’s the only class standing, that’s a problem.
It is a problem, so those classes need to be changed for the better, not the last class getting changed for the worse.
Does anyone anywhere think there's actually going to be a reason why it is the way it is?
How could an alter to any other class compensate for the inability to prepare or react to Molten Whip?
Inability? I don't think any of the other classes should have the handicap of telegraphs and cast times and channels, etc. Just because they do doesn't mean I want that nonsense extended again to the one class that doesn't.
Look for buffs not nerfs.
In combat oriented fighting games, back and forth exchanges and reactionary gameplay are staples.
Should it be easy to react to abilities? No.
Should it be possible? Yes.
Well maybe I'm unusual, but I can tell I'm about to get whipped when I can see that my opponent is a DK...I just can't do much of anything about it.
And that’s the problem. No significant indicator that you are about to be hit with a normal whip or one that hits as hard as a blastbones/beetles. Not to mention: 0 travel time. Something very common place with many other abilities like it.
It is common with other abilities, I think that's what needs to be fixed.
Wolf_Watching wrote: »ForumBully wrote: »Wolf_Watching wrote: »ForumBully wrote: »The_Titan_Tim wrote: »ForumBully wrote: »The_Titan_Tim wrote: »ForumBully wrote: »The_Titan_Tim wrote: »ForumBully wrote: »Wolf_Watching wrote: »It should have a cast type, minimum travel time, a unique animation, or something.
Compared to NB’s bow proc that doesn’t have an attached spammable, a unique animation, a noise, a min travel time, etc.
Sorc’s crystal wep with a long obvious animation, frag with a min travel time and innate cast time, and curse with a unique animation.
Necro’s obvious blast bones.
Warden’s obvious and very avoidable beetles.
Templar’s over-nerfed and very obvious light.
Not to mention, dk has two other burst moves already (flames of oblivion+deep breath); one of which is an instant spammable with an added burst mechanic that is used to proc the whip too.
Just looking for symbolic payback and dragging down the last class standing? I'd rather trying to pull the others up myself, but I understand the impulse.
How is that symbolic payback? He has a good point, it’s the only class that gives no indication when it’s about to burst you.
Also, if it’s the last class standing, it’s the only class standing, that’s a problem.
It is a problem, so those classes need to be changed for the better, not the last class getting changed for the worse.
Does anyone anywhere think there's actually going to be a reason why it is the way it is?
How could an alter to any other class compensate for the inability to prepare or react to Molten Whip?
Inability? I don't think any of the other classes should have the handicap of telegraphs and cast times and channels, etc. Just because they do doesn't mean I want that nonsense extended again to the one class that doesn't.
Look for buffs not nerfs.
In combat oriented fighting games, back and forth exchanges and reactionary gameplay are staples.
Should it be easy to react to abilities? No.
Should it be possible? Yes.
Well maybe I'm unusual, but I can tell I'm about to get whipped when I can see that my opponent is a DK...I just can't do much of anything about it.
And that’s the problem. No significant indicator that you are about to be hit with a normal whip or one that hits as hard as a blastbones/beetles. Not to mention: 0 travel time. Something very common place with many other abilities like it.
It is common with other abilities, I think that's what needs to be fixed.
Not common. Uncommon. Outlier.
ForumBully wrote: »Wolf_Watching wrote: »ForumBully wrote: »Wolf_Watching wrote: »ForumBully wrote: »The_Titan_Tim wrote: »ForumBully wrote: »The_Titan_Tim wrote: »ForumBully wrote: »The_Titan_Tim wrote: »ForumBully wrote: »Wolf_Watching wrote: »It should have a cast type, minimum travel time, a unique animation, or something.
Compared to NB’s bow proc that doesn’t have an attached spammable, a unique animation, a noise, a min travel time, etc.
Sorc’s crystal wep with a long obvious animation, frag with a min travel time and innate cast time, and curse with a unique animation.
Necro’s obvious blast bones.
Warden’s obvious and very avoidable beetles.
Templar’s over-nerfed and very obvious light.
Not to mention, dk has two other burst moves already (flames of oblivion+deep breath); one of which is an instant spammable with an added burst mechanic that is used to proc the whip too.
Just looking for symbolic payback and dragging down the last class standing? I'd rather trying to pull the others up myself, but I understand the impulse.
How is that symbolic payback? He has a good point, it’s the only class that gives no indication when it’s about to burst you.
Also, if it’s the last class standing, it’s the only class standing, that’s a problem.
It is a problem, so those classes need to be changed for the better, not the last class getting changed for the worse.
Does anyone anywhere think there's actually going to be a reason why it is the way it is?
How could an alter to any other class compensate for the inability to prepare or react to Molten Whip?
Inability? I don't think any of the other classes should have the handicap of telegraphs and cast times and channels, etc. Just because they do doesn't mean I want that nonsense extended again to the one class that doesn't.
Look for buffs not nerfs.
In combat oriented fighting games, back and forth exchanges and reactionary gameplay are staples.
Should it be easy to react to abilities? No.
Should it be possible? Yes.
Well maybe I'm unusual, but I can tell I'm about to get whipped when I can see that my opponent is a DK...I just can't do much of anything about it.
And that’s the problem. No significant indicator that you are about to be hit with a normal whip or one that hits as hard as a blastbones/beetles. Not to mention: 0 travel time. Something very common place with many other abilities like it.
It is common with other abilities, I think that's what needs to be fixed.
Not common. Uncommon. Outlier.
You're saying the Molten Whip should be put on the level of other classes skills, I'm saying that other classes skills should be elevated to the level of Molten Whip.
Wolf_Watching wrote: »I’mForumBully wrote: »Wolf_Watching wrote: »ForumBully wrote: »Wolf_Watching wrote: »ForumBully wrote: »The_Titan_Tim wrote: »ForumBully wrote: »The_Titan_Tim wrote: »ForumBully wrote: »The_Titan_Tim wrote: »ForumBully wrote: »Wolf_Watching wrote: »It should have a cast type, minimum travel time, a unique animation, or something.
Compared to NB’s bow proc that doesn’t have an attached spammable, a unique animation, a noise, a min travel time, etc.
Sorc’s crystal wep with a long obvious animation, frag with a min travel time and innate cast time, and curse with a unique animation.
Necro’s obvious blast bones.
Warden’s obvious and very avoidable beetles.
Templar’s over-nerfed and very obvious light.
Not to mention, dk has two other burst moves already (flames of oblivion+deep breath); one of which is an instant spammable with an added burst mechanic that is used to proc the whip too.
Just looking for symbolic payback and dragging down the last class standing? I'd rather trying to pull the others up myself, but I understand the impulse.
How is that symbolic payback? He has a good point, it’s the only class that gives no indication when it’s about to burst you.
Also, if it’s the last class standing, it’s the only class standing, that’s a problem.
It is a problem, so those classes need to be changed for the better, not the last class getting changed for the worse.
Does anyone anywhere think there's actually going to be a reason why it is the way it is?
How could an alter to any other class compensate for the inability to prepare or react to Molten Whip?
Inability? I don't think any of the other classes should have the handicap of telegraphs and cast times and channels, etc. Just because they do doesn't mean I want that nonsense extended again to the one class that doesn't.
Look for buffs not nerfs.
In combat oriented fighting games, back and forth exchanges and reactionary gameplay are staples.
Should it be easy to react to abilities? No.
Should it be possible? Yes.
Well maybe I'm unusual, but I can tell I'm about to get whipped when I can see that my opponent is a DK...I just can't do much of anything about it.
And that’s the problem. No significant indicator that you are about to be hit with a normal whip or one that hits as hard as a blastbones/beetles. Not to mention: 0 travel time. Something very common place with many other abilities like it.
It is common with other abilities, I think that's what needs to be fixed.
Not common. Uncommon. Outlier.
You're saying the Molten Whip should be put on the level of other classes skills, I'm saying that other classes skills should be elevated to the level of Molten Whip.
They all are on the same or similar level now. Molten whip overperforms simply due to the lack of significant counters and indicators (especially from a typical whip or non-fully-charged whip) when the opponent is running this very common iteration of the whip.
ForumBully wrote: »Wolf_Watching wrote: »I’mForumBully wrote: »Wolf_Watching wrote: »ForumBully wrote: »Wolf_Watching wrote: »ForumBully wrote: »The_Titan_Tim wrote: »ForumBully wrote: »The_Titan_Tim wrote: »ForumBully wrote: »The_Titan_Tim wrote: »ForumBully wrote: »Wolf_Watching wrote: »It should have a cast type, minimum travel time, a unique animation, or something.
Compared to NB’s bow proc that doesn’t have an attached spammable, a unique animation, a noise, a min travel time, etc.
Sorc’s crystal wep with a long obvious animation, frag with a min travel time and innate cast time, and curse with a unique animation.
Necro’s obvious blast bones.
Warden’s obvious and very avoidable beetles.
Templar’s over-nerfed and very obvious light.
Not to mention, dk has two other burst moves already (flames of oblivion+deep breath); one of which is an instant spammable with an added burst mechanic that is used to proc the whip too.
Just looking for symbolic payback and dragging down the last class standing? I'd rather trying to pull the others up myself, but I understand the impulse.
How is that symbolic payback? He has a good point, it’s the only class that gives no indication when it’s about to burst you.
Also, if it’s the last class standing, it’s the only class standing, that’s a problem.
It is a problem, so those classes need to be changed for the better, not the last class getting changed for the worse.
Does anyone anywhere think there's actually going to be a reason why it is the way it is?
How could an alter to any other class compensate for the inability to prepare or react to Molten Whip?
Inability? I don't think any of the other classes should have the handicap of telegraphs and cast times and channels, etc. Just because they do doesn't mean I want that nonsense extended again to the one class that doesn't.
Look for buffs not nerfs.
In combat oriented fighting games, back and forth exchanges and reactionary gameplay are staples.
Should it be easy to react to abilities? No.
Should it be possible? Yes.
Well maybe I'm unusual, but I can tell I'm about to get whipped when I can see that my opponent is a DK...I just can't do much of anything about it.
And that’s the problem. No significant indicator that you are about to be hit with a normal whip or one that hits as hard as a blastbones/beetles. Not to mention: 0 travel time. Something very common place with many other abilities like it.
It is common with other abilities, I think that's what needs to be fixed.
Not common. Uncommon. Outlier.
You're saying the Molten Whip should be put on the level of other classes skills, I'm saying that other classes skills should be elevated to the level of Molten Whip.
They all are on the same or similar level now. Molten whip overperforms simply due to the lack of significant counters and indicators (especially from a typical whip or non-fully-charged whip) when the opponent is running this very common iteration of the whip.
So you want telegraphs and cast times and channels to be the norm?
Necrotech_Master wrote: »i always felt that DK were pretty predictable when they were going to try to burst you...right after they hit you with fossilize lol
there have been sometimes ive seen them use it as a normal spammable, but in the vast majority of cases its almost always right after a fossilize or leap
…DK does, in fact, already have a telegraph that the Molten Whip morph is buffed! If they are aiming at you - because they must aim the whip, it can't do a 360 - you can see their eyes become the same bright orange as the fire-cloud they're now wearing over their chest.
ZOS, please give some love to Sorcs, Stamplars, and non-bomber Cros in PvP, thank you.
tomofhyrule wrote: »Molten whip does have an indicator for its charge level.
At level one, the character's eyes glow red. At level two, that also gives a glow around their head. Level 3 is eyes, head, and it looks like there's another particle effect on top of their head.
The animation of a level 3 whip is also different. That's the one where they jump and spin around instead of just whipping.
tomofhyrule wrote: »Molten whip does have an indicator for its charge level.
At level one, the character's eyes glow red. At level two, that also gives a glow around their head. Level 3 is eyes, head, and it looks like there's another particle effect on top of their head.
The animation of a level 3 whip is also different. That's the one where they jump and spin around instead of just whipping.
The_Titan_Tim wrote: »When a player has all three stacks of Seething Fury, there needs to a visual indicator on that player, similar to Flames of Oblivion, that they have a Power Lash, otherwise why are we putting clouds around people that have a Haunting Curse or a giant ray above players with a Power of the Light active?
Great news!
DK does, in fact, already have a telegraph that the Molten Whip morph is buffed!