Re: FATAL Archmages - T1
Posted: Mon Jul 11, 2016 10:12 am
Jesus Christ, why is anyone getting all butthurt about this, it's a game, players can do what they want.
Warhammer Online
https://www.returnofreckoning.com/forum/
https://www.returnofreckoning.com/forum/viewtopic.php?t=15489
Err, so let me get this straight, the staff asked you to premade AMs?huntergregg wrote:Well, it's still a bit of a mystery as to exactly WHY we had to do that.
However, for the sake of maintaining a good relationship between Fatal and the "powers that be" we will, of course, acquiesce to the requests of you great folks who are working to make this game available for us to enjoy.
wargrimnir wrote:Thanks for changing up the names without too much hassle.
I don't know what the specific reason was for making them change their names though (I didn't see what they were originally).huntergregg wrote:Well, it's still a bit of a mystery as to exactly WHY we had to do that.
However, for the sake of maintaining a good relationship between Fatal and the "powers that be" we will, of course, acquiesce to the requests of you great folks who are working to make this game available for us to enjoy.
Ah right, thanks for the clarification.Zealote wrote:No, if you follow the posts:
-snip-
I don't know what the specific reason was for making them change their names though (I didn't see what they were originally).
The Marauders will never get close to the AMs.Grimson wrote:What can stop a group of AM..... A group of Marauders comes to mind....Mouth of Tzeentch Interrupting all spells after a nice charge to get within the 40 foot requirement. Follow it up with a nice Touch of Instability so they cause damage to themselves when they try to use magic. Assuming you use your detaunt and mutating release to reduce initial damage and remove snare to get in range of course.
All theory crafting of course, would have to see it on the battlefield for testing
Luth wrote:I guess we found the reason for that report: https://github.com/WarEmu/WarBugs/issues/7101