i understand that disabling spells when holding a bulb should be a thing, but disabling abilities that are from the ability tree? it’s kinda annoying to get back the abilities that were lost just from picking a bulb up, for example corrupted, frenzy, and knife progress, it’s just a pretty big inconvenience, especially when someone accidentally picks up the bulb. before it was just spells from what i remember, because abilities like hop and leap were not disabled, yet out of nowhere it just stopped working. all i ask is for the previous system to come back 🙏
#picking up a bulb from a keeper feedback
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Yeah, unsure why ability tree exclusive abilities were disabled. I always liked that they were active as it allowed us to have a mobility option.
that and it removes damage abilities even though we can’t benefit off of them because spells are disabled
Plus, I liked using wall jump and hop as acrobat to avoid the enemies.
Now it's just boring, they are stripping creativity away D:
(Really it's probably just because it can be riddled with bugs)
oh it was riddled with bugs
my favorite of which being infinite creative mode flight on acro
And achieved Nirvana.
i had to /hub after the game and relog lmao
this is something ive been wanting to get reverted
there is a reason this change was made - there are places where we want to disable both spells and abilities. but applying it to every scenario where spells are disabled hasn't been good
you also lose mana bank!
and it fucking sucks! at least the room is packed with mobs to hit, but stull
blood pool too presumably right? awakened meter? yeah this seems a little wonky
and acro and bolt get fly so that's really funny
its not on purpose, I'll look at it