#picking up a bulb from a keeper feedback

1 messages · Page 1 of 1 (latest)

jolly blade
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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 🙏

fringe heath
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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.

jolly blade
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that and it removes damage abilities even though we can’t benefit off of them because spells are disabled

fringe heath
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Plus, I liked using wall jump and hop as acrobat to avoid the enemies.

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Now it's just boring, they are stripping creativity away D:

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(Really it's probably just because it can be riddled with bugs)

civic ruin
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my favorite of which being infinite creative mode flight on acro

fringe heath
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I love flying

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Acrobat has finally transcended

fringe heath
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And achieved Nirvana.

civic ruin
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i had to /hub after the game and relog lmao

fringe heath
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Yeah

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Happened in the hammer room in notg as well.

slim prawn
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this is something ive been wanting to get reverted

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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

lapis remnant
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you also lose mana bank!

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and it fucking sucks! at least the room is packed with mobs to hit, but stull

marble minnow
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blood pool too presumably right? awakened meter? yeah this seems a little wonky

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and acro and bolt get fly so that's really funny

ancient otter