kineticdamage
Smokebomb
kineticdamage

Same here as Eve. After many final gameplays not being as cool as the trailers made them sound, I'm quite immune to hype now.

I hit play, happily telling myself that I'm really not in a sad mood enough to cry. Then those feels took over. Wonderful video.

Same here :) 5 is the hardest to press without messing with other ones. Maybe they corrected this problem in this new version ?

Now we have to rethink the whole part of science fiction where robots would be the only way to surpass human's speed.

Seconded :> My ex gf used to run on tall heels to catch her bus, and even climb a cliff once. She's not even tall and strong, more like the opposite. Training > all.

That sequence gave me goosebumps :>

My first thought, exactly ...

...unless you're using Chrome. Then it just doesn't seem to work.

I litterally can't wait for OR retail version to be released ... The most frustrating element is that we already have dozens and dozens of game demos running perfectly fine with it :/ Yeah I know, the door effect, but still, 5" tablets already have insane pixel density, so what would be so long in making a small

As having made one by myself for 4 years for mobiles (www.kineticdamage.com), I can approve of your comment :) This is one of the most hardcore genres to produce. Not only for balance, but for animations, AI, framework, game mechanics (insane state machines), and multiplayer (as even 20 ms lag would be a burden for

I never understood the appeal to draw a penis. Wouldn't a man's frustrated desires be more eager to look at a naked woman rather than a penis ? Well at least, that's why I drew naked women when I was a little boy, rather than a goddamn penis.

I don't know ProSieben track of history, but support is very important in mmos. So if there's any problem, that should be voiced louder imo.

Unless the gaps between optimal and "normal" are huge, this is not a gamedesign problem. But a community problem.

And that is the most important thing in a MMO. We spend 80% of our time fighting, but yet devs still put most of the workpower on other stuff than enriching combat mechanics.

Absolutely, which means variety of ways to play, but that doesn't necessarly mean variety during fights (and that is the most important imo to keep players interested in fighting). GW2 tried the same with having different weapons, which was promising on paper, but in reality, it's another story.

At any one time, players will have access to, at most, eight abilities

mister policemon, y u do dis to my tortle

You're welcome, I didn't get it the first time aswell :)