#Juggs attack animation bug

127 messages · Page 1 of 1 (latest)

austere hedge
#

Both attacking in 3-4s but old version land 3 hit while new version land only 2 hit (because he standing still for 0.5s before landing another hit)
Old version video by @compact bobcat

torpid yew
#

That’s not a bug

#

That was a purposeful nerf to jugg attack speed

manic geyser
#

Bro that's not good

#

can't even kill a unit without having a group of them

#

And ranged units attacking

austere hedge
#

This existed after 17 damage Juggs nerf first introduce, I dont think this is a purposeful nerf but an annoying bug for Juggs user

quasi acorn
#

They should just give them SE stats and cost tbh

#

Health should pair the Spears too

keen breach
#

same thing for the king zarek

vivid osprey
austere hedge
#

I noticed it, I just dont fucking care

vivid osprey
quasi acorn
#

Balance wise their idea is ass (no offense)

vivid osprey
#

One nerf is that their charge

austere hedge
#

But after seeing how slow Juggs is compare to old version, I immediately report this stupid shit

vivid osprey
#

Then why but report?

#

This is a 11th time I said they pause or stand a little bit after attacking

austere hedge
#

I like: holy fuck, old Juggs attack so fast while new one is a fucking turtle

vivid osprey
#

On any random and the 11th one is you

vivid osprey
austere hedge
#

Why tf he standing still and not attack repeatly like Sword or Spearton

vivid osprey
#

Like I said IT'S A NERF

austere hedge
#

At least it not as trash as Archer and Dead spam

vivid osprey
manic geyser
#

I mean the attack speed nerf isn't bad it's the dps

vivid osprey
#

500 HP
25 dmg
Happy?

#

No pause before charge

#

450 Gold
50 Crystal

austere hedge
vivid osprey
#

Charge doesn't stop when hitting at heavy unit

manic geyser
#

Yea it does

vivid osprey
manic geyser
#

Dps for juggs is 17

#

Right

vivid osprey
#

So you are just the only one who doesn't understand about this nerf
And just noticed it now

austere hedge
vivid osprey
austere hedge
#

The bug causing them to standing still after landing a hit affect so bad to their dps

vivid osprey
#

That's why I SAID

#

IT'S A NERF

austere hedge
#

I DONT FUCKING CARE

vivid osprey
#

Not ATTACK SPEED NERF
IT'S JUST ATTACK PAUSE

austere hedge
#

My opinion stand still and it a bug

manic geyser
#

The only way a juggs dps becomes 13 per second is one of two things they nerfed it again OR spearton block -4 again

vivid osprey
#

My guy

#

What a low brain

#

Doesn't understand

#

Even I already tell it to you

#

If you don't believe me

#

Then

manic geyser
#

The attack was reduced for balance ....

vivid osprey
#

Ask
EnesBrt

manic geyser
#

How is that hard to get

vivid osprey
#

S07

quasi acorn
vivid osprey
#

Brock

#

And others

austere hedge
quasi acorn
#

450 hp, 15 (+5 light), old anims, old cost.

vivid osprey
#

They don't have a problem with that nerf

manic geyser
#

Problem solved

austere hedge
#

Tf
Juggs isnt spam unit, dumbo

manic geyser
quasi acorn
vivid osprey
manic geyser
vivid osprey
#

If it's a bug

#

Then it should be already fix it now

quasi acorn
#

Combine SE stats with Sw3 stats and you get perfection

vivid osprey
#

Because

#

Some of us can easily noticed it

austere hedge
vivid osprey
austere hedge
#

If you're trying to prove me wrong, type faster, Im waiting before taking a long nap

manic geyser
#

I don't see the big deal with it

vivid osprey
#

Confirmed
Not a bug
It's a nerf

#

But why major BUG?

#

Is that bug is major to you?

#

It's a nerf

austere hedge
#

"That why they need nerf"
About Juggs nerf, at that time it wasn't necessary because thing we was dealing with is Ripp distract

manic geyser
#

Ranged units .....spellls.....

vivid osprey
#

Now stop arguing about that
Post a helpful bug but not like this

#

If you want a suggestion or feedback or problem about juggerkight then send it on #feedback-sws

upbeat robin
#

Just a random thought, the Juggernaut should switch between hitting with an axe and biting, back and forth, and why does it have a shield it doesn't really use it, like the Speartons?

manic geyser
#

Juggs use the shield when they charge

vivid osprey
bitter hinge
#

This is a stupid nerf

upbeat robin
manic geyser
#

Another simple answer "CHAARRRGEE!"

copper walrus
#

yo this is a nerf and i didnt know about this but now? jugs still suck

vivid osprey
copper walrus
austere hedge
upbeat robin
upbeat robin
manic geyser
#

You do if your dealing with ranged units and

#

And in case you need to push the enemy back, you dont want to get stabbed cus you didn't use a shield while charging

torpid yew
#

There’s a difference between an axe being used to stun someone and a fairly large shield being used to stun someone

#

Especially when enough force is needed to knock them off their feet

quasi acorn
#

Plus the shield is bigger than the axe

#

That's literally why they have shields during riots

vivid osprey
#

Are you just question that rn?

#

Juggerkight already do that from sw2 and se

vivid osprey
copper walrus
torpid coral
quasi acorn
#

They use their shields in combat

#

The shield has a large surface area

#

And they can put all their weight in the shield when charging

keen breach
#

if you remove the shield, i don’t think a freaking skeleton with a helmet and an axe would be able to knock enemies, especially a trained and armored spearton, once it collided the skeleton should break into pieces if its impact force could knock someone down

#

from a bug to arguing over the shield

torpid coral
vivid osprey
#

Read the top

torpid coral
#

I see no bug here. The guy just compare between the Juggerknight when it was created with the nerfed one that we use today

vivid osprey
#

Scroll up and Also read the title already at your screen

torpid coral
#

Uh
Isn’t it just the Juggerknight attacking slowly?

vivid osprey
#

That guy posting a bug by saying juggerkight attack but
Also he set it as a major
We said it was a nerf not a bug
So it went to arguing and now went about their shield

torpid coral
#

The Juggerknight deals 10.2 dmg/s right?
So due to the math calculation, there will be a 1,67 sec cooldown between attacks

#

So there is nothing wrong

#

This can’t be Major Bug
This should be ||Suspicious Nerf||

manic geyser
#

It's more to the point Juggerknights aren't killing fast enough to stay in the fight longer

torpid coral
#

True. I wish that the Juggerknight would have faster attack. Maybe a bit lower damage, but it would be better