regarding killbrick lag
3 years ago
New Brunswick, Canada

some towers are intended to have forced healing, however the healing could be completely skipped due to the touch scripts being generally laggier, not sure if this is the case but the chances of running into a server laggy enough to complete a healing oriented tower (such as toie) seem far more slim than previously

not sure if some older forced healing runs should be removed since some of them may be impossible to even tie, not even sure if these odds are more slim in the first place, just bringing attention to the server based healing present in some runs

xe, zkxxy and 2 others like this
Devon, England

That's a good point, but jtoh runs have already a bit of rng in them, with luck clips, laugh clips, bouncing off platforms, etc. Creating killbrick lag is a minor challenge, as all you have to do is find a server with some killbrick lag.

zkxxy likes this

I agree @Xer and @Zaikotic, However here is a list of towers runs with kb lag should be removed. 1: ToIE 2: ToGaH 100% 3. ToK reply to this thread if you have more suggestions, I'm just stoopid and can't come up with others lol

Derry, Northern Ireland

Kb lag is a universal glitch for the entire server if there are 1000 or more deaths in the death counter, the more the laggier I say this confidently but not surely that this is the case since I didn't test it much

Sorry for the edit but: my suggestion is to add a sub category regarding kb lag, this suggestion might be a bit biased supporting kb lag but it's because I have a toie run, I don't mind what happens to kb lag runs but I only request you don't remove kb lag runs where kb lag doesn't seem to affect the run much @Zaikotic

Edited by the author 3 years ago
Lor likes this
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