Twinkling Short Bow - Couple of issues

I felt like the twinkling short bow was clunky to use and inconsistent, specifically on the running attack where my character would wait ages to use a rune attack right after. I’ve narrowed it down to movement. If I do the running attack with no movement, it has tons of recovery. If I just hold movement in any direction, the recovery nearly vanishes.

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It’s basically a melee weapon like this.

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Interesting, great find again FP!

I have escalated this as of now.

Silas

Initially considering this as feedback, I caught a few examples of the knockback working on enemies who haven’t even been knocked down. I consider this a legit bug. No clue on how to reproduce though.

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As for feedback, the knockback is too strong. It lets me ledge enemies that aren’t even close to one.

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I’m hoping that the fix will be to just have the same short recovery without the movement. It is a unique play style among the bows and I really enjoy it.

Sorry i know i shouldn’t really use the Data from the Tool at norestforthewicked .gg but if those data were true to some degree for the twinkling shortbow where the kickback multiplier is +50% x5

Would it change the outcome in anyway?

if you however can force enemies into a knockdown state without any explanation yes then i would consider either a bug or something hidden..

However knockdown and knockback are two distinct CCs and doesn’t require the other.. in other games they also have things that add to them like down smash and air smash ofc they might have different names.

If lets say the enemy in a knockeddown state where the get hit by a knockback, would it then extend the time the enemy is in a knockeddown state as in preventing the enemy from getting up?

If it do then the knockback would probably have some hidden potential, but i dont think it does.

i will say this tho its a bit weird that knockback works on an enemy that has gotten into a knockeddown state, nevertheless it is a design choice of course!

Would probably have to be balanced in PvP because of how many players who doesn’t like to fall to their death and especially here they have less control over it.

Should probably be nerfed or maybe the enemies individually should have more resistances that cover such attacks which maybe giants already might have?

It could have a specific reason for why it has so much kickback on its run attack but im not here to speculate.

Either way its a good catch! :heart: