It's the strongest move in the game. CRAZY low cd of 30, with a 15% dizzy and 10%backhanded and oppressive.
Even if it was only 10% backhanded and oppressive defense, it would still be good, but a 15% dizzy ontop of that makes it way op.
Look at sidestep and quick dodge, 20% for 25 cooldown, yet no crazy 15% dizzy upside.
I propose nerfing it to it's rightful place of 40 cooldown.
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overtyped
- Posts: 3906
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- Location: Quaran book burning festival
Flex is too strong
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Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Flex is too strong
Or cost an IP?
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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overtyped
- Posts: 3906
- Joined: Tue Sep 28, 2010 2:09 am
- Location: Quaran book burning festival
Re: Flex is too strong
that's excessive.MagicManICT wrote:Or cost an IP?
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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CloudJhi
- Posts: 456
- Joined: Thu Aug 09, 2012 11:06 am
- Location: The Pearl of the Orient
Re: Flex is too strong
Flex is an offensive restoration though. It can't be carried out at a distance.
W3 to W6 - Blockland. Special mentions: New Avalon, Tarn of Hotdog, Red October.
W7 - Elvenia, til we all got lazy.
W8 - Cult of R'lyeh, til the deeps called us back.
W9 - Tartarus, til death/wizards came for the land itself.
W10 - ???, ruined and forgotten.
W7 - Elvenia, til we all got lazy.
W8 - Cult of R'lyeh, til the deeps called us back.
W9 - Tartarus, til death/wizards came for the land itself.
W10 - ???, ruined and forgotten.
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maze
- Posts: 2819
- Joined: Sat Mar 27, 2010 3:15 am
- Location: Canada
Re: Flex is too strong
currently flex has saved me from being nuked by players a few times.
so unless their something to remove red other then zigzag for 0ip
don't change flex.
Flex + string is the only real blue build anyhow.
so unless their something to remove red other then zigzag for 0ip
don't change flex.
Flex + string is the only real blue build anyhow.
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game ideas
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azrid
- Posts: 3647
- Joined: Mon Oct 17, 2011 11:33 pm
Re: Flex is too strong
a melee combat fighter posts a thread about a move that shits on him
I see your deck buddy
+1
I see your deck buddy
+1


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wonder-ass
- Posts: 2359
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Vigilance
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- Location: fog of irrelevancy
Re: Flex is too strong
flex is totally fine, definitely gonna have to agree with azrid and say you've made this post with a motive

"Tosak gets the guys undressed faster than their girlfriends can." -NaoWhut
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MadNomad
- Posts: 2158
- Joined: Fri Mar 11, 2016 11:13 pm
Re: Flex is too strong
CloudJhi wrote:Flex is an offensive restoration though. It can't be carried out at a distance.
I think that's enough to keep it as it is!Vigilance wrote:flex is totally fine, definitely gonna have to agree with azrid and say you've made this post with a motive