Sep 17th 2010 4:02AM I decided to try something other than WASD a long time ago. After much trial and error I settled on the following setup for movement...
A = Strafe Left
S = Toggle autorun
D = Walk backwards
F = Strafe Right
It takes a while to get used to
I dont miss the "walk forward" key. I find the toggle autorun is better since I dont need to hold it down. It frees up a finger.
My hand is in a more natural position, essentially 1 key to the right on the keyboard - it brings the little finger in to play much more.
I have easy access to more ability buttons - 23QWERTGV.
There is extended access to others - 145THZXCB.
Because I have autorun, my fingers nabitually hover over A, W, E & F.
Nov 22nd 2007 5:41AM I think that the reason for allowing multiple frozen mobs again is purely because of the mechanics of bread and butter chain trapping.
It is not specifically to allow "double trapping", which is just a bonus.
Only allowing 1 mob to be frozen is a problem in group play. Consider the standard chain trapping process:
> Hunter freezes mob 1
> Hunter drops another freeze trap and starts nuking
...and now another mob unexpectedly triggers the second trap. For example, the tank accidentally walks the mob over the trap, or a mob fears the tank and charges the hunter.
The first trap breaks because the second trap was triggered (under the "only one frozen" rule).
The second mob probably has a DoT, so the second trap breaks almost immediately.
...and now there are 2 mobs running around.
This is the problem that is fixed by removing the "only one frozen" rule. The alternative is increased party wipes for frustrating reasons.