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Dante Unbound: Known Issues ×

Zephyr's Tornadoes still unable to spread Damage properly?!


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In the Whispers in the Walls update, we had Zephyr's tornadoes get patched, to no longer have a HP cap of 500,000. But now, for some reason, there is still a limitation on the damage that can be spread, and by my testing, it still seems to cap out at a 500k damage input. Even new enemies that get dragged into the Tornadoes still receive no damage when you shoot the Tornadoes, and only receive the basic damage of Tornadoes. Which is usually like 1 to 4 damage per tick at levels 40+. Which forces us to recast Tornadoes LONG before the timer expires.

Example: Modded Zephyr can have a 60 second Tornado, but the Damage input can cause you to hit the Tornadoes' upper limit by the time 20 seconds elapses. Meaning you have to recast Tornadoes, while you still have 40 seconds left, just to deal damage again.

This is very limiting to Zephyr still, and when the Electricity was 'nerfed' from this last patch for her, it will still work, and cause the Electricity to cap out the Damage input to the Tornadoes, and Gas is even worse, because it can rack it up faster than Electricity. Why have a limiter on her like this at all, DE?

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