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making sure they know

Motaz Tarek

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Joined
Apr 19, 2015
Messages
545
so today i found out that shinobis (and possibly ninja too) don't trigger traps anymore, at first i thought they made a change to them similar to night witches not triggering SAMs but i decided to check by reporting to CS and they replied by "thank you for letting us know this issue"
as a fact i don't trust CS will transfer this info to devs for future fix, so am posting it here
forum moderator can transfer this post to bug sections after seeing it, just making sure u see it too since bug report section is not as active
 

JMoney

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Joined
Apr 20, 2016
Messages
242
Pretty sure this happens with the sneaky dude from the factory, too. Which is, inherently, an unintended buff to them. I'd say keep it, cause this is the only time I've seen destroyers be a nice option to have.
 

Wynne D Fanchon

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Joined
Apr 19, 2017
Messages
78
Can confirm, had the Guerrilla troop from the factory walk directly over a kill zone of my traps and none got triggered. Not sure if it's intentional though.
 

Motaz Tarek

Approved user
Joined
Apr 19, 2015
Messages
545
i agree for the saboteur guy but ninjas are too quick and powerful this makes them extremely overpowered but for the saboteur he is not that quick and this buff won't make him as dangerous
 

Woody82

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Joined
Dec 28, 2016
Messages
152
The reason why I stopped using commando's is that they would die instantly when walking over a mine.
So if they dont anymore, it definitely is a bug. At least I havent seen a release note stating they would no longer trigger traps.
 

Motaz Tarek

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Joined
Apr 19, 2015
Messages
545
yea it's a bug however fyi u would encounter another issue playing with commandos which is ur healers running behind them for heal crossing infront of defenses in a suicidal manner
 

JMoney

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Joined
Apr 20, 2016
Messages
242
>yea it's a bug however fyi u would encounter another issue playing with commandos which is ur healers running behind them for heal crossing infront of defenses in a suicidal manner

I wish healers wouldn't actually aggro to them unless they were very nearby. I pretty much only consider the destroyer useful if he's deployed solo and on a suicide mission, decoys help distract the would-be defenders atleast. But he can't be deployed when the main army with the healers out because he'll call the healers over to their death.
 

Yendor

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Joined
Jun 13, 2016
Messages
64
IMG_3111.PNG This is what CS told me
 

Quovatis

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Joined
Aug 29, 2015
Messages
1,454
HAHA
Once again, CS doesn't know their own game. 50% of CS responses are simply inaccurate.
 

Motaz Tarek

Approved user
Joined
Apr 19, 2015
Messages
545
yea that's a general problem of healers making many awesome strategies impossible to imply unless u don't bring healers with u
 

Motaz Tarek

Approved user
Joined
Apr 19, 2015
Messages
545
CS told me it's a bug
CS told u it's not a bug
if it's a.bug then we should wait for a fix
if it's not a bug, that's a.big huge problem that a.grave change like that as well as the night witches not trigger SAMs, to go unannounced
 
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