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FallbackPlan/Bait & Switch?


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20 réponses à ce sujet

#1
Purps

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Sorry new to rogues but I am trying to get Fullback Plan/Bait & Switch to work.  Can anyone explain in simple words how it works.

 

I thought I cast the ability then enter battle, get hit a bit then after the timer runs out it pulls me back to fallback position and I get my health topped up to what it was at before I cast the ability.

 

What I have done so far is test it with: zero, a little, a lot and 100% damage (i.e. i died) and on all test its didn't do anything.  I Have tried it on Archer and Hunter and can't get it to jump me back nor give me any health back.  I have tried staying close to the blue shiny and moved far from it and still nothing.

 

Any help is appreciated.



#2
Scraps_in_Wales

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You have to press the assigned key/button again to be pulled back, if you let the timer run out you lose it.


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#3
Purps

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OMG I didn't try that, thanks.



#4
Robbiesan

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yep, it would actually be cool if it did have a feature "if you take any damage, FBP will automatically activate (restore health) before expiring."



#5
rlro

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This ability is pretty much useless as it is today, so don't bother too much trying to make it work.



#6
KalGerion_Beast

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This ability is pretty much useless as it is today, so don't bother too much trying to make it work.

I greatly disagree.  Its awesome, but requires proper use.  Having a "Oh Sh*t!!!" safety button is a lifesaver.  

 

Im kinda split on the bait and switch upgrade.  I take it for the +5 seconds for the marker, but the enemy pull needs to go or the enemy needs to be stunned/knocked-down/something to prevent them from hitting me immediately after returning.  Luckily, the enemy pull mechanic rarely works and often pulls dead enemies back.  


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#7
nothatasian

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This skill is great. Saved my butt many times until I got my heal ring. I don't think it's a useless skill. Yes you gotta press the skill button again. The only problem I've had with this skill is occasionally when you are being hit and you use it, it glitches when you teleport back and you still take damage. Doesnt happen too often though. Upgrade brings back an enemy with you. Didnt like that so I dont bother upgrading.

#8
JRandall0308

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I'm convinced there's got to be some way to abuse the pull back an enemy part, but I haven't figured out how yet.



#9
KalGerion_Beast

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I'm convinced there's got to be some way to abuse the pull back an enemy part, but I haven't figured out how yet.

It stops the revenant's triple sword attack.  Thats the only thing i've seen it be useful for. 



#10
BelnickISMYNICKNAME

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I like it, but I only have it on one character
pretty much an auto heal to 100% every time



#11
Chi_Mangetsu

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yep, it would actually be cool if it did have a feature "if you take any damage, FBP will automatically activate (restore health) before expiring."

It would be better if it auto-activated if you're about to be dropped.



#12
holdenagincourt

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It would be better if it auto-activated if you're about to be dropped.

 

Yeah, it needs this buff IMO. Not only because that just seems intuitive, but because the most common cases when people die during Fallback Plan involve A) getting crowd controlled, which prevents FP reactivation anyway, or B) having the enemy hive mind shift aggro onto them unexpectedly, resulting in a huge burst of damage from the five archers in the back of the room e.g., which kills instantly and staggerlocks while doing so.



#13
russ4ua16

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Love this ability on my archer. I use it like a potion. Too bad they put one shots in this game. I love how those one shots really test your skills...

#14
SabreTastic

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I like the upgrade. Possibly because I usually don't have any mobs nearby when I need to trigger it, but of course when I do, it's one of those speedster one-handers who has a faster recovery from being unexpectedly teleported to a random point on the map than my rogues do and they can get a whack or two in and block all of my hits from leaping shot. I also wish you couldn't get stun-locked out of it, but such is life I suppose. I also can't tell if it's a glitch that I sometimes take damage after porting back or if it's just the standard 'Muahaha~! Nothing can stand between me and my arrows!' things that ranged mobs can do when they shoot through walls and such...but that could very well be a glitch too.

And, in case you haven't noticed, it should flash a few times right before it expires if you want to 'test your limits' or something. You just have to punch it before the icon disappears.



#15
JRandall0308

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It stops the revenant's triple sword attack.  Thats the only thing i've seen it be useful for. 

 

No, I mean: I'm convinced that the ability to teleport a nearby enemy with you has to be abuse-able in some fashion.

 

Is there some enemy that will glitch out when you teleport it? Demon Commander or its lesser cousin (always forget their names) while underground? Red Templar Commander while in death animation? Venatori Commander while she is Fade Stepping?

 

Could you ever teleport an enemy into a part of the map it's not meant to go? Like drag an enemy from Wave N into the room for Wave N+1 just as someone opens the door the N+1 which causes the door the N to close?

 

So far I've been too busy playing the game to mess around with stuff like this, but at some point I'll have to try.



#16
TeamLexana

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I like it as a starter skill on the hunter, I usually don't keep it but not every starter skill can be as awesome as caltraps. :P

 

It's really good for chest cracking, put the fallback plan down, crack the chest, oh crap revenant grabs you, hit fallback plan again and laugh, lol. Etc, etc, all along those lines.



#17
tinler

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No, I mean: I'm convinced that the ability to teleport a nearby enemy with you has to be abuse-able in some fashion.

 

Is there some enemy that will glitch out when you teleport it? Demon Commander or its lesser cousin (always forget their names) while underground? Red Templar Commander while in death animation? Venatori Commander while she is Fade Stepping?

 

Could you ever teleport an enemy into a part of the map it's not meant to go? Like drag an enemy from Wave N into the room for Wave N+1 just as someone opens the door the N+1 which causes the door the N to close?

 

So far I've been too busy playing the game to mess around with stuff like this, but at some point I'll have to try.

 

Not abuse, but a cool experiment:  Chain teleport an enemy to its doom.  

 

Have 4 bait & switchers (A, B, C, D) spread through the map.  Player A drops his lantern and heads to the enemy, while player B heads to A's lantern, C to B's, and D to C's.  If in perfect sync, the enemy would have the ride of its life.  Also use stealth and weapons that give +speed while stealthed to aid with the timing.

 

Bonus points for having four spring traps and a full set of mines at the final destination.  The video montage of the entire thing would be epic.



#18
J. Peterman

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Saw a Hunter use Fallback plan as a shortcut to exit a treasure room. Seems like the only thing it's good for.



#19
gay_wardens

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You have to press the assigned key/button again to be pulled back, if you let the timer run out you lose it.

 

lol

 

/thread



#20
gay_wardens

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Saw a Hunter use Fallback plan as a shortcut to exit a treasure room. Seems like the only thing it's good for.

 

No, it really is good, especially with Griffon



#21
Diego Vargas

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I like this skill on my Assassin.

 

I use it a few different ways.

 

1) Plant the lantern and then go rush a bunch of enemies -> bounce back after taking some damage to get healed back.

2) When planting the flag in zone 5 its nice to zip back to your team mates in the hallway.

3) Use my "Run faster in Stealth" weapon + Lantern to "Steal" an enemy i want to Assassinate.   Essentially I plant the lantern, go into speedy stealth and then go find a venatori spellbinder.  I get right up in his face and then teleport him and me back to my lantern -> Hidden Blades / stab stab -> high priority target eliminated while his buddies are wondering where their wizard went to..

 

Skill is awesome.