Adding a /stuck feature to counteract getting stuck?

It would go a long way in fixing a large portion of the tiny glitches if we could get a /stuck function that either nudges ur char a small bit or ports you the last location you moved from (idk how to explain that, like the last place the game detected forward/backward movement, not vertical so cant /stuck back up jumps and stuff). just a thought. maybe give each player 1 or 2 uses of it? or have it on a cd so it cant be abused.

Another idea instead of just nudging is have /stuck move you to the nearest friendly character (again, not vertical). Only prob would be if 2 ppl are stuck together, but could have it move to nearest non touching character (min distance 1m, max dist 5m).

Yeah, would be useful. Tired of waiting for a packmaster to spawn and targrt the correct character! :smiley:

:laughing: Whenever it happens to my groups, we usually just leave them to get assassinated (rip when they have grims).

It’s happened so often to me because I have a tendancy to jump a lot in all games I play. It’s got to a point where my friend who plays Waystalker shoots me every time I jump to train me to stop!

I agree. In the meantime, there are two easy fixes:

  1. Bring an enemy to the stuck character and let them block one of its attacks. 9/10 this will free them.

  2. Tab -> make match private -> friend stuck player -> stuck player leaves -> bot spawns unstuck -> stuck player immediately rejoins.

does making the game private disable the quick play bonus at the end? just curious :slight_smile: also tyvm for the tip!

Nope, still get bonus. np!

The friend who leaves won’t get the quick play bonus though! Everyone else is fine.

But what about our emperors chests? :confounded: its not like we can rely on Renald!