Edit: Looks like you'll have all mechanics at T5 but the stat scaling is like the old version. Goodluck~ 💪 Tier2 Tier 30 Dimensional Trials/Challenges Terror: Sadly none, was too busy/lazy 😅 Void: ruclips.net/video/DCUF2EexEj4/видео.html Valley: ruclips.net/video/qEZrs0HEy7w/видео.html Carmine: ruclips.net/video/3fd8ncrfXJw/видео.html Torture: ruclips.net/video/rcz1uFIBQks/видео.html Transcript (prob some spelling/grammar mistakes): The footage I have are Dimensional Trials from before Global launched. These Tier 30s used to be the highest tiers but now they are equivalent to the updated Tier 10's in Korea and soon Global. I will not really explain mechanics seen in the regular version of these dungeons and will just quickly go through newly added mechanics from the Dimension Trials which will all be active at Tiers 5 and above. Fury attacks in dimensional trials do not a timing indicator. Terror First off we have Terror. All bosses now begin their first mechanic at 90% and for Terror, we have the Rat phase. In this phase, we usually have 2 to 3 people outside controlling the boss while the others can just stay burrowed underground - unlike how I did it in my footage however, you could have people bait out one to two bite animations before he starts his lightning AoE. People on the outside will just need to dive before they are touched by the rotating ring and rotate boss aggro until he is stunned. If anyone is eaten or cc-ed within his domain - he will trigger a party wipe mechanic. Shortly after, we have the Fog phase. In this phase - you will allocate one person to clear the debuff above their head by clearing 35 puffs of smoke with the burn debuff. The others are tasked with clearing the Geyser pits without touching too much smoke outside of the pits so that the Fog clearer may have an easier time. The first time he does this, you will have have a lot of leeway because he summons the Fog pretty early. In later Fog phases, you will want to be a bit more careful with the timing of your burn debuff. I recommend standing in the first or second fire AoE then linking up with the final flame cross to extend your burn debuff as long as possible - just be careful for the second time round the fireballs drop, that you save enough stamina to roll dodge when the boss AoEs. The Tank should also have aggro on all the small lizards that spawn and the rest of the team will just AoE them down while attacking the boss. Once he hits the Geyser phase, the person without the debuff will just simply Mario jump the bubbles to free the rest of the team. The final new mechanic is just jumping the Waves that will come from four directions one after the other. The first wave will always come from the South East so you turn your camera that way in preperation for the first jump. After that, you will just need to flip your camera around and jump accordingly. The tank will also take a stun here from the boss so your healer and cleanser should be ready to help them there. That is basically it for Terror. Voidwastes In Voidwaste, you will need to manage the line debuff stacks more carefully as they stack up much more quickly. It is often best to allocate a ranged and melee player to a line while also allocating a specific pillar zone to everybody in the party for them stand in during the fight. Reaching 30 stacks will kill you and if the boss reaches 30 stacks then he will trigger a party wipe mechanic. The first phase will be the Breath phase. The closest person (which is usually the tank) - will receive the orb and will need to aim the boss's breath towards 3 shining pillars instead of 2. Everyone else will have an AoE circle around them that will fear anyone else that touches it. During this phase, the boss will also spawn two lanes of light towards two pillars that stun, similar to that of the Tier 1 dungeon, Cursed Wasteland - One of the players closest will need to interact with the pillar so that the party can position opposite to the shining pillars to avoid the Breath while also not fearing each other. You will be susceptible to stun from the light lanes while you are covering the purple lines during phase transition. To avoid this, it is best move back before the boss phases. The Breath phase happens every 55-60 seconds above 35% and an additional 15 seconds between double Breath phases under 35%. Valley The first mechanic added to Turka is an AoE push back where he will bind the two furthest players. You will need a person to stand near these two players to initiate a laser with whomever the boss targets. They will then need to have the laser run through the remaining person to free them while preparing for a jump to dodge the boss's stomp. The laser bearers will need to be careful not to split too far apart from each other as this will break the laser. Shortly after, the boss will transition into the Sheep phase. Above 50%, the boss will summon 6 white sheep on the edges of the Arena. Everyone apart from the laser bearers and Tank - will need to gather the sheep to the center so that the laser can deal huge amounts of damage to the sheep. In earlier tiers - it is not required for the Tank to double charge the sheep but as you go higher up, you will need more and more damage to clear all the sheep. Once six sheep are killed, the interactable orb is spawned for the buff. Be careful as in Dimensional Trials, the orb can be destroyed by the meteors and the boss's magma cone wave which is why you can see everyone apart from the Tank wait until meteors drop before interacting with the orb. Below 50%, the boss will spawn 8 white sheep but the orb will still spawn after 6 sheep are killed. It is best to interact with the orb before killing any remaining sheep once it spawns. Under 50%, once the boss rolls back around to the AoE push mechanic - he will summon a Black sheep which will explode and deal party wide damage. You can either kill the sheep with the assistance of the laser or just tank it. Party wide Blood Devotion can be helpful here from the tank to soak more damage. One last thing is that the boss will periodically use a party wide AoE. The damage can be vastly reduced by using a frost debuff on him which usually comes from a Staff player but I believe the Frost variation of Mother Nature's Prophet from crossbow would also work if you do not have a staff user.
Carmine The boss will transition into Pillar phase at 90%. The closest two people towards the center will be free (typically one of them being a healer), the 2nd furthest person will have a Red Axe debuff above their head which deals a DoT (this is usually given to the tank) and the Furthest person will have the orb which indicates who the boss will be AoE-ing first. Below 50%, the second closest who is free will also receive a Blue Axe debuff which also deals a DoT. During the Pillar phase, bound players will take constant damage from their Pillar - damage increasing depending on their distance from their pillar. The moment party members are lifted, the non healer will move to the edge to take aggro from the spinning axe. After the boss throws the spinning Axe, he will start with a party wide fury attack then aim an AoE cone at whoever had the orb above their head. The orb player will need to run away from the person with the Red Axe debuff towards the other closest pillar. While this is happening, the healer should already be on the Tank healing him. Once the boss starts to aim his AoE cone at the tank, the healer will take the Red Axe debuff because having the Red Axe debuff and breaking the chain will cause it to explode, killing the holder. Under 50%, you can decide whether you want the Blue Axe debuff on the healer or the person kiting the spinning Axe. The other person will then be required to take the Red Axe Debuff from the tank. Right after the Pillar phase, he will instantly go into the Coloured Shapes phase. The four closest players will need to remember the positions of the shapes and then head towards where their shapes were shown. For this part, I usually just say out loud the colours from left to right - green red teal green red teal in this case and then head towards my colour. If my colour is not one of the ones I called out, I will then know that my spot is directly behind me. The two furthest players will need to kite the spinning Axe and be prepared to roll dodge an incoming charge from the boss - after that he will charge two more times like his normal charge. The final change is simply a roll dodge when he starts AoE spinning. Torture In this dimensional trial, above tier 5 you will need to keep the light tanks well managed to prevent the party wipe mechanic which happens when you have 0 or 5 lit up tanks. At 90%, I believe the boss will go into his spinning Red AoE phase. The Tank will need to Stalwart Bastion here to reduce the damage. If it is still too much damage - damage reduction from skills like Davinci and Blood Devotion can help. Other helpful sources can be damage reduction from 40 strength or simply just more Skill damage resist. The boss will also drop aoe puddles onto the ground during this phase, just don't stand in it for too long. After this, he will pull and stun one person to one side of the Arena. You can free this person by blocking three fury attacks near said player. As you go higher up in tier, you may need a Greatsword DPS user to help out the Tank with Blood Devotion to soak damage from the boss's Barrage skill. Next is the Zombie Phase. The Boss will only spawn 3 zombies if he is above 65% before he teleports to the center when phase transitioning - under 65% he will spawn 5 zombies instead. In the first part, you can just have any 3 players interact with the light tanks as long as they have the closed eye symbol above their head from blocking fury attacks. Opening a light tank will open the eye symbol above your head and reduce your HP. If you have a zombie following you, it will reveal a number above the Zombie's head which will indicate the proper positioning needed for the Zombie to pass this phase. The lower the number, the closer you have to be to the boss - with 1 being the closest and 3 being the furthest. During Zombie phases with 5 zombies, 5 will be the furthest while 3 will now be the third closest. After summoning the zombies, the boss will do a quick fire attack into a fury attack. The boss will then go into a Zombie positioning check by zapping the zombies with lightning from the sky. If the zombie is in the correct order, the zombie will hug whoever it is following while an incorrect positioning will result in a red lightning on the zombie. The boss will do a total of three zombie positioning checks between every two attacks. Failing the third check will have your zombie hug you but you will also get executed by the boss. Having an opened eye symbol while getting hugged by a Zombie will prevent you from having it for the next Zombie phase so you want the other three players to open the Light tanks in the next one. One more thing about the Zombie phase, the boss will also have blood orbs float towards him from lit up light tanks which increases his damage. You will need to intercept these blood orbs to prevent him from getting too strong. Taking two blood orbs in a single zombie phase will kill you. The last important mechanic for this Dimensional Trial is the Pizza Cone mechanic. At the lower tiers, you may tank two or three but as you progress into higher tiers, it gets stronger. After the zombie phase - the boss will do his attacking rotations and then at some point an arrow rain aiming the closest and two furthest players. Once that is done, my group likes to do the pizza mechanic by stacking up on each other, opposite to the tank. Once the gem indicator flashes a third time locking the pizza cone position, you can move out of the way for the fourth flash which will be the AoE. If everyone is able to survive a single Pizza cone, doing this mechanic split up may be better. A bug that was around when I was progressing through this Dimensional Trial is blocking right when you are getting hugged by the #1 zombie will allow you to take damage from the boss's auto attack. Another one is the boss going into the Pizza Cone mechanic without using his arrow rain aoes at all. The last one which I don't have footage of, is having a dead player respawned and standing near the boss room entrance can disrupt the Zombie positioning. Final word after I just finished editing. Global just launched with the original 30 tiers so whenever I say Tier 5 in the video, I mean Tiers 13 to 15. New mechanics are added at Tier 5, 9 and 13. The Global servers finally have some challenging PvE content since they nerfed the original T2 dungeons to the ground, I hope you all have a blast and enjoy~! I will add a transcript of this video somewhere down below since it may be hard to hear, I will also add videos linking to the full Tier 30 Dimensional Trial runs I did on Korea - there are slight differences though, not having the mechanics start at 90%.
Impressive video, Fishingsloth. Looking forward to seeing your next upload from you. I hit the thumbs up icon on your content. Keep up the amazing work! The detailed breakdown of the new boss mechanics was incredibly helpful. How do you think the adjustments in difficulty for the global servers will affect team strategies in higher-tier trials?
Thank you for your kind words Keyser, I'm glad you found the video helpful 😊. Unfortunately I don't think I will be uploading many more things Throne and Liberty wise since I've been playing the game for way too long and need a break haha. The global servers are still on Tier 1 gear so it will be very difficult to get the Tier 30s cleared but should still be possible if you have a geared team able to do the mechanics perfectly. Tier 30 Valley might be impossible due to not enough dps for white sheep clearing and Tier 30 Torture might do too much damage for everyone to survive 😅.
Corrupt Nail passive is when I use the Frost variation for Mother Nature's Prophet so that it will proc more during Selfless which will dramatically reduce my cooldowns during that window 👍. Mostly for farming and fighting regular mobs.
I like it and I think it is good. I built mine around magic/ranged evasion and felt insanely strong against those classes. I haven't played after the balance patch though where Outrider did get a pretty hefty nerf but it should still be viable. Since I full spec into magic/ranged, my weakness was against Greatsword users mostly but the previous cc-break from Selfless and cc-immunity on Nimble Leap did allow me to play pretty well around it. However, if I were in a match against two greatsword users with everyone having high melee evasion - it does become really rough sometimes, especially if my team mates aren't able to peel the enemies off me. Balance patch took the cc-break away from Selfless and Nimble leap cc-immunity duration is lower. Precision Dash also became a Fury Attack which would weaken it a lot too.
xaxaxa, privet drug~ I had some footage lying around so just made a quick guide for anyone that needed it since it will be the big focus for the next few weeks. I have also stopped playing the game too but there are others who are still enjoying it 😅.
Haha, you get used to the timing after a while. I'm playing with 170ms in the video and can do the jumping mechanics pretty reliably. I think even on lower ping, you will still need to jump earlier than how the animation appears though 😅.
Yea much easier to farm runes now which I guess is better for the general playerbase. The tiers have the same scaling so going 15 and above should still be pretty challenging if people want to climb rankings - especially since we're still in Tier 1 gear 👍.
Edit: Looks like you'll have all mechanics at T5 but the stat scaling is like the old version. Goodluck~ 💪
Tier2 Tier 30 Dimensional Trials/Challenges
Terror: Sadly none, was too busy/lazy 😅
Void: ruclips.net/video/DCUF2EexEj4/видео.html
Valley: ruclips.net/video/qEZrs0HEy7w/видео.html
Carmine: ruclips.net/video/3fd8ncrfXJw/видео.html
Torture: ruclips.net/video/rcz1uFIBQks/видео.html
Transcript (prob some spelling/grammar mistakes):
The footage I have are Dimensional Trials from before Global launched. These Tier 30s used to be the highest tiers but now they are equivalent to the updated Tier 10's in Korea and soon Global. I will not really explain mechanics seen in the regular version of these dungeons and will just quickly go through newly added mechanics from the Dimension Trials which will all be active at Tiers 5 and above.
Fury attacks in dimensional trials do not a timing indicator.
Terror
First off we have Terror. All bosses now begin their first mechanic at 90% and for Terror, we have the Rat phase. In this phase, we usually have 2 to 3 people outside controlling the boss while the others can just stay burrowed underground - unlike how I did it in my footage however, you could have people bait out one to two bite animations before he starts his lightning AoE. People on the outside will just need to dive before they are touched by the rotating ring and rotate boss aggro until he is stunned. If anyone is eaten or cc-ed within his domain - he will trigger a party wipe mechanic.
Shortly after, we have the Fog phase. In this phase - you will allocate one person to clear the debuff above their head by clearing 35 puffs of smoke with the burn debuff. The others are tasked with clearing the Geyser pits without touching too much smoke outside of the pits so that the Fog clearer may have an easier time. The first time he does this, you will have have a lot of leeway because he summons the Fog pretty early. In later Fog phases, you will want to be a bit more careful with the timing of your burn debuff. I recommend standing in the first or second fire AoE then linking up with the final flame cross to extend your burn debuff as long as possible - just be careful for the second time round the fireballs drop, that you save enough stamina to roll dodge when the boss AoEs. The Tank should also have aggro on all the small lizards that spawn and the rest of the team will just AoE them down while attacking the boss. Once he hits the Geyser phase, the person without the debuff will just simply Mario jump the bubbles to free the rest of the team.
The final new mechanic is just jumping the Waves that will come from four directions one after the other. The first wave will always come from the South East so you turn your camera that way in preperation for the first jump. After that, you will just need to flip your camera around and jump accordingly. The tank will also take a stun here from the boss so your healer and cleanser should be ready to help them there. That is basically it for Terror.
Voidwastes
In Voidwaste, you will need to manage the line debuff stacks more carefully as they stack up much more quickly. It is often best to allocate a ranged and melee player to a line while also allocating a specific pillar zone to everybody in the party for them stand in during the fight. Reaching 30 stacks will kill you and if the boss reaches 30 stacks then he will trigger a party wipe mechanic.
The first phase will be the Breath phase. The closest person (which is usually the tank) - will receive the orb and will need to aim the boss's breath towards 3 shining pillars instead of 2. Everyone else will have an AoE circle around them that will fear anyone else that touches it. During this phase, the boss will also spawn two lanes of light towards two pillars that stun, similar to that of the Tier 1 dungeon, Cursed Wasteland - One of the players closest will need to interact with the pillar so that the party can position opposite to the shining pillars to avoid the Breath while also not fearing each other. You will be susceptible to stun from the light lanes while you are covering the purple lines during phase transition. To avoid this, it is best move back before the boss phases. The Breath phase happens every 55-60 seconds above 35% and an additional 15 seconds between double Breath phases under 35%.
Valley
The first mechanic added to Turka is an AoE push back where he will bind the two furthest players. You will need a person to stand near these two players to initiate a laser with whomever the boss targets. They will then need to have the laser run through the remaining person to free them while preparing for a jump to dodge the boss's stomp. The laser bearers will need to be careful not to split too far apart from each other as this will break the laser. Shortly after, the boss will transition into the Sheep phase.
Above 50%, the boss will summon 6 white sheep on the edges of the Arena. Everyone apart from the laser bearers and Tank - will need to gather the sheep to the center so that the laser can deal huge amounts of damage to the sheep. In earlier tiers - it is not required for the Tank to double charge the sheep but as you go higher up, you will need more and more damage to clear all the sheep. Once six sheep are killed, the interactable orb is spawned for the buff. Be careful as in Dimensional Trials, the orb can be destroyed by the meteors and the boss's magma cone wave which is why you can see everyone apart from the Tank wait until meteors drop before interacting with the orb. Below 50%, the boss will spawn 8 white sheep but the orb will still spawn after 6 sheep are killed. It is best to interact with the orb before killing any remaining sheep once it spawns.
Under 50%, once the boss rolls back around to the AoE push mechanic - he will summon a Black sheep which will explode and deal party wide damage. You can either kill the sheep with the assistance of the laser or just tank it. Party wide Blood Devotion can be helpful here from the tank to soak more damage. One last thing is that the boss will periodically use a party wide AoE. The damage can be vastly reduced by using a frost debuff on him which usually comes from a Staff player but I believe the Frost variation of Mother Nature's Prophet from crossbow would also work if you do not have a staff user.
Carmine
The boss will transition into Pillar phase at 90%. The closest two people towards the center will be free (typically one of them being a healer), the 2nd furthest person will have a Red Axe debuff above their head which deals a DoT (this is usually given to the tank) and the Furthest person will have the orb which indicates who the boss will be AoE-ing first. Below 50%, the second closest who is free will also receive a Blue Axe debuff which also deals a DoT.
During the Pillar phase, bound players will take constant damage from their Pillar - damage increasing depending on their distance from their pillar. The moment party members are lifted, the non healer will move to the edge to take aggro from the spinning axe. After the boss throws the spinning Axe, he will start with a party wide fury attack then aim an AoE cone at whoever had the orb above their head. The orb player will need to run away from the person with the Red Axe debuff towards the other closest pillar. While this is happening, the healer should already be on the Tank healing him. Once the boss starts to aim his AoE cone at the tank, the healer will take the Red Axe debuff because having the Red Axe debuff and breaking the chain will cause it to explode, killing the holder. Under 50%, you can decide whether you want the Blue Axe debuff on the healer or the person kiting the spinning Axe. The other person will then be required to take the Red Axe Debuff from the tank.
Right after the Pillar phase, he will instantly go into the Coloured Shapes phase. The four closest players will need to remember the positions of the shapes and then head towards where their shapes were shown. For this part, I usually just say out loud the colours from left to right - green red teal green red teal in this case and then head towards my colour. If my colour is not one of the ones I called out, I will then know that my spot is directly behind me. The two furthest players will need to kite the spinning Axe and be prepared to roll dodge an incoming charge from the boss - after that he will charge two more times like his normal charge. The final change is simply a roll dodge when he starts AoE spinning.
Torture
In this dimensional trial, above tier 5 you will need to keep the light tanks well managed to prevent the party wipe mechanic which happens when you have 0 or 5 lit up tanks.
At 90%, I believe the boss will go into his spinning Red AoE phase. The Tank will need to Stalwart Bastion here to reduce the damage. If it is still too much damage - damage reduction from skills like Davinci and Blood Devotion can help. Other helpful sources can be damage reduction from 40 strength or simply just more Skill damage resist. The boss will also drop aoe puddles onto the ground during this phase, just don't stand in it for too long. After this, he will pull and stun one person to one side of the Arena. You can free this person by blocking three fury attacks near said player. As you go higher up in tier, you may need a Greatsword DPS user to help out the Tank with Blood Devotion to soak damage from the boss's Barrage skill.
Next is the Zombie Phase. The Boss will only spawn 3 zombies if he is above 65% before he teleports to the center when phase transitioning - under 65% he will spawn 5 zombies instead. In the first part, you can just have any 3 players interact with the light tanks as long as they have the closed eye symbol above their head from blocking fury attacks. Opening a light tank will open the eye symbol above your head and reduce your HP. If you have a zombie following you, it will reveal a number above the Zombie's head which will indicate the proper positioning needed for the Zombie to pass this phase. The lower the number, the closer you have to be to the boss - with 1 being the closest and 3 being the furthest. During Zombie phases with 5 zombies, 5 will be the furthest while 3 will now be the third closest. After summoning the zombies, the boss will do a quick fire attack into a fury attack. The boss will then go into a Zombie positioning check by zapping the zombies with lightning from the sky. If the zombie is in the correct order, the zombie will hug whoever it is following while an incorrect positioning will result in a red lightning on the zombie. The boss will do a total of three zombie positioning checks between every two attacks.
Failing the third check will have your zombie hug you but you will also get executed by the boss. Having an opened eye symbol while getting hugged by a Zombie will prevent you from having it for the next Zombie phase so you want the other three players to open the Light tanks in the next one. One more thing about the Zombie phase, the boss will also have blood orbs float towards him from lit up light tanks which increases his damage. You will need to intercept these blood orbs to prevent him from getting too strong. Taking two blood orbs in a single zombie phase will kill you.
The last important mechanic for this Dimensional Trial is the Pizza Cone mechanic. At the lower tiers, you may tank two or three but as you progress into higher tiers, it gets stronger. After the zombie phase - the boss will do his attacking rotations and then at some point an arrow rain aiming the closest and two furthest players. Once that is done, my group likes to do the pizza mechanic by stacking up on each other, opposite to the tank. Once the gem indicator flashes a third time locking the pizza cone position, you can move out of the way for the fourth flash which will be the AoE. If everyone is able to survive a single Pizza cone, doing this mechanic split up may be better.
A bug that was around when I was progressing through this Dimensional Trial is blocking right when you are getting hugged by the #1 zombie will allow you to take damage from the boss's auto attack. Another one is the boss going into the Pizza Cone mechanic without using his arrow rain aoes at all. The last one which I don't have footage of, is having a dead player respawned and standing near the boss room entrance can disrupt the Zombie positioning.
Final word after I just finished editing. Global just launched with the original 30 tiers so whenever I say Tier 5 in the video, I mean Tiers 13 to 15. New mechanics are added at Tier 5, 9 and 13. The Global servers finally have some challenging PvE content since they nerfed the original T2 dungeons to the ground, I hope you all have a blast and enjoy~!
I will add a transcript of this video somewhere down below since it may be hard to hear, I will also add videos linking to the full Tier 30 Dimensional Trial runs I did on Korea - there are slight differences though, not having the mechanics start at 90%.
Thank you, Sloth! You’ve been the best since the KR server days-I miss seeing you around.
Thank you xbanng, hope you're still enjoying the game 🥹.
Impressive video, Fishingsloth. Looking forward to seeing your next upload from you. I hit the thumbs up icon on your content. Keep up the amazing work! The detailed breakdown of the new boss mechanics was incredibly helpful. How do you think the adjustments in difficulty for the global servers will affect team strategies in higher-tier trials?
Thank you for your kind words Keyser, I'm glad you found the video helpful 😊. Unfortunately I don't think I will be uploading many more things Throne and Liberty wise since I've been playing the game for way too long and need a break haha.
The global servers are still on Tier 1 gear so it will be very difficult to get the Tier 30s cleared but should still be possible if you have a geared team able to do the mechanics perfectly. Tier 30 Valley might be impossible due to not enough dps for white sheep clearing and Tier 30 Torture might do too much damage for everyone to survive 😅.
ChoHaiKa here. I missed you man. Best PvE player in T&L’s history :) you’re not going to global?
@Fishingsloth Why u using Corropt Nail Weaken Hit Chance Passiv ? I really dont understand it can u explain it thanks alot Dude
Corrupt Nail passive is when I use the Frost variation for Mother Nature's Prophet so that it will proc more during Selfless which will dramatically reduce my cooldowns during that window 👍. Mostly for farming and fighting regular mobs.
Is outrider good in arena
I like it and I think it is good.
I built mine around magic/ranged evasion and felt insanely strong against those classes. I haven't played after the balance patch though where Outrider did get a pretty hefty nerf but it should still be viable. Since I full spec into magic/ranged, my weakness was against Greatsword users mostly but the previous cc-break from Selfless and cc-immunity on Nimble Leap did allow me to play pretty well around it. However, if I were in a match against two greatsword users with everyone having high melee evasion - it does become really rough sometimes, especially if my team mates aren't able to peel the enemies off me.
Balance patch took the cc-break away from Selfless and Nimble leap cc-immunity duration is lower. Precision Dash also became a Fury Attack which would weaken it a lot too.
is island of terror still buggable?
fixed
How do I hear your diaphragm more than your voice?
🤣 branching out into ASMR content, surely 😅.
нахера такие сложные делать, и так народ ушел с игры
xaxaxa, privet drug~ I had some footage lying around so just made a quick guide for anyone that needed it since it will be the big focus for the next few weeks. I have also stopped playing the game too but there are others who are still enjoying it 😅.
login on stormbringer u lazy old man
🦥🦥
Waves? Great more desths due to rubberband/desync. They need to fixed the performance in this game so bad
Haha, you get used to the timing after a while. I'm playing with 170ms in the video and can do the jumping mechanics pretty reliably. I think even on lower ping, you will still need to jump earlier than how the animation appears though 😅.
steam version is easier
Yea much easier to farm runes now which I guess is better for the general playerbase. The tiers have the same scaling so going 15 and above should still be pretty challenging if people want to climb rankings - especially since we're still in Tier 1 gear 👍.