Also, is the Bio-engineer pretty much just for multiplayer or does it become more useable later on in single player? Because I've just finished the first level and he's not doing so great.
Highly recommend co-op. It'll take you forever to get through level 2 as a bio engy. But Engy + Zerker can absolutely fly through levels.
Ah, lame. Their in-game description sounded interesting, but I don't have Live. Oh well.
oh, as for camera issues, they're there, but the left bumper button is your friend. it doesn't take away some of the issues, but it makes it a bit more bearable.
i use it to often i accidentally fire off ruiners sometimes.
That helps sometimes, but usually I have problems when the camera's focussing on an enemy or something while I'm trying to do something else entirely. Resetting the camera results in it spinning round naseatingly to focuss on the same thing again.
It'd be nice you could hold LB to fix the camera behind you while attacking and moving normally, instead of it rooting you to the spot.
Oh, and a plot-related question:
I've found the last part of the NORN's decryption doohickey, and it says that I can use it in Tyr's forge. I figured that would be in his workship, but I can't seem to be find it. Help?
I didn't find the last part until after Tyr got killed, is that the problem?
I've found the last part of the NORN's decryption doohickey, and it says that I can use it in Tyr's forge. I figured that would be in his workship, but I can't seem to be find it. Help?
I didn't find the last part until after Tyr got killed, is that the problem?
Once the eyepiece is complete it plays out as part of the story
Man, the rangarok manga was sooo good.
then that damn mmo had to cock it up.
*Imagines possible PC version of TH with a mod to make all characters Rangarok characters*
I'm off XBL for another week or so while I wait for my RMA'd wireless adapter, but:
Svidrigailov / KwstzHdrchX 20 Berserker (I assume SP characters can be used in co-op?) EST evenings, mostly between 8 and midnight
Svidrigailov on
Neither the whole of truth nor the whole of good is revealed to any single observer, although each observer gains a partial superiority of insight from the peculiar position in which he stands. It is enough to ask of each of us that he should be faithful to his own opportunities and make the most of his own blessings, without presuming to regulate the rest of the vast field.
does anyone want to give me 8.8 million bounty? i'm looking at the store and there's a red level 50 hammer "Bludgeon-Iron of the Vali" with the same damage as the "Shaper of the Fjords" hammer, only it only has one slot filled: Mastery: Human Skill Tree +1
does anyone want to give me 8.8 million bounty? i'm looking at the store and there's a red level 50 hammer "Bludgeon-Iron of the Vali" with the same damage as the "Shaper of the Fjords" hammer, only it only has one slot filled: Mastery: Human Skill Tree +1
Wow. I was gonna ask to BORROW 300k earlier and I thought that would be steep to some people.
DAAAAMN lol
so, i can run stages, right now, and not quit out, and the store won't reset? i can go earn 4 million and not stop and buy this thing?
nonononono
as soon as you leave Aesir it rerolls so you get totally different stuff. By chance, your red might be there but to get my elite set staff earlier (for which i was gonna ask for 300k, it cost 1.4mil) I had to quit out and remake countless games in the hope of finding it
Red is the best but is extremely high in rarity.
Orange is the best below that (although sometimes a high level purple is better than a lower level orange etc etc)
Purple
Blue
Green
Grey
I mean, I've already posted more pages worth of stuff than is necessary or interesting, but I don't really want to get into it again if there is a lazier option available.
I mean, I've already posted more pages worth of stuff than is necessary or interesting, but I don't really want to get into it again if there is a lazier option available.
Just the basics.
Like attack directions and combos.
All I can seem to do is fly around from bad guy to bad guy and I can't seem to attack in the right direction half the time.
Zombies Tossed My Salad! on
0
MongerI got the ham stink.Dallas, TXRegistered Userregular
I mean, I've already posted more pages worth of stuff than is necessary or interesting, but I don't really want to get into it again if there is a lazier option available.
Just the basics.
Like attack directions and combos.
All I can seem to do is fly around from bad guy to bad guy and I can't seem to attack in the right direction half the time.
Yeah, that's the part where it gets complicated. In general? Shrug it off. Seriously, it's just easier that way until you hit world 2 to and shit starts getting nasty. At that point, not caring is the thing that keeps you sane.
The basic thing to know is that you just point the stick at what you want to die. If you aren't killing what the stick is pointed at, then you've stumbled upon one of the many quirks to the controls. There are a lot of them. The majority of getting Baldur to do what you want him to involves compensating for how the controls function, and you can't really get a feel for that until you've played around with it for a while. Inputs are also more or less constricting based on class. As a commando, you will be doing jack with melee weapons and as a berserker, the controls get so twitchy that it's almost impossible to do anything with any precision. Gear will also make getting things to work either second (well, maybe third or fourth) nature or a nightmare.
Now, there aren't combos per say. In fact, the hitcount literally just increments with every attack you do regardless of who/what/where/how you're attacking, then resets if you don't attack anything for a couple seconds. The combo meter is relatively important. It builds and fills levels based on your attacks. Some attacks build combo meter faster than others. Using guns fills piddly amounts of combo. Using guns on juggled targets fills slightly less piddly amounts of combo. If you just hold the stick towards an enemy and use normal melee attacks, that fills less combo than using finishers/fierces/juggles/air finishers/2in1s. Fenrir maxes the damn thing out in a matter of seconds.
The moves themselves are kind of explained in the Advanced Combat section in the menu. They're explained much more thoroughly in Tyr's workshop at Aesir, though that doesn't come until after world 1. Check all the walls around the training mat. You should get prompts to press A in front of all the little blue screens (check everything in the entire area that looks even remotely like one) hanging around, and one on the dummies that pop up. There's also one at the shooting range, and one on the weapons hanging on the walls. That should get you through all the mechanics as they are expected to work, outside of queuing. The only thing I can't find in there is a description of all the stats.
Queuing? Yeah, I know. It's a funny word with a lot of vowels. Focus. Inputs queue, which is a blessing and a curse. But mostly a curse. For example, if you slide, and push the stick towards a second target during the slide to queue a second slide. You can let go of the stick immediately and it will still happen. You also get a nifty attack speed/damage/xp bonus for continuously chaining slides. The screen will even blur a bit. Okay, not so nifty on the xp bonus. See: all the discussion on level scaling. Also maybe not so nifty on attack speed. See: below. You can also queue a dodge while falling out of the air. More useful than you'd expect. Queuing is also why 2in1 moves are inputted the way they are. If you slide and try to add a juggle at the end of the slide, you'll get the slide impact followed by a queued juggle. If you are able to kill an enemy in one hit, a slide followed by a queued juggle will kill it outright and juggle a second enemy immediately after. Double tapping the stick towards an enemy at slide distance (a 2in1 juggle) will cause it to be juggled regardless of being able to kill it with one hit. Note that these two actions look really similar outside of the one hit kill case. 2in1 ruiners look identical to a slide and a queued ruiner, outside of how much combo meter is depleted. For where this makes things odd, see below.
Did I mention that the controls get all wonky, you wonder quietly to yourself? I give you a recycled and updated post.
Monger's Too Human Control Analysis Theater: Things You May Not Know Edition
-If a target you want to slide to moves during your slide, or if another target gets between you, you'll slide to a random area and do nothing.
-If you're in the middle of a normal melee attack, you can't slide to another target. You'll turn in their direction and do another normal melee attack directed at air. This is because...
-The input window for successive moves is at the beginning of the current move. Hell if I know why. It also means that +attack speed is a debuff, as your windows pretty much disappear. Well, I guess if you pump it up enough, then precise control becomes irrelevant.
-Enemies hitstun, which can completely throw of your control if you're being hit by enough of them. Some weapons (especially hammers) have laggy moves that can be interrupted by hitstuns. When surrounded, think of RB as your "this isn't worth it" button.
-Inclines break melee targeting. If you want to slide to a target on a ramp, you pretty much have to be within a couple feet of it. I actually haven't thought to try jumping first.
-Melee targeting is completely broken, anyways. There's really not anything more complicated to it than than. You often won't slide to a target just because. Happens both on the ground and in the air. Don't ask me why.
-Enemies are invincible while getting up but not really.
-While knocked down, everything functions normally.
-A couple seconds after they are on their feet, everything functions normally.
-While getting up, enemies are invulnerable to ruiners, fierces, and slides.
-While getting up, enemies are vulnerable to ranged attacks, but only if they were targeted before the animation began.
-While getting up, enemies are vulnerable to normal melee attacks. You just have to walk over to them.
-While getting up, enemies are vulnerable to finishers, but you can't directly perform a finisher on one due to not having a target circle.
-This also applies to ranged dark elves switching out of their crouched state when you get near them, and probably other things that I'm forgetting. This is a giant bitch when trying to clear a pack of ballistic spamming dark elves with a ruiner.
-Related: falling on enemies knocks them down. For everyone saying the demo works exactly like the full game, you are wrong. This is a (pretty big) change due to the above. However, you can still run into the problem the demo had (getting stuck in the air due to not being able to push enemies away). If you are in the presence of an excessively large group of enemies, DO NOT go into air combat against anything that would leave you above the whole mob. You can and will get stuck. I had this problem doing an air finisher on an undead summoner with a second summoner around. Kept my berserker from no-deathing world 4. Also got respawned in the middle of the mob of infinitely respawning undead wolf troopers, which lead to a lot more cheap deaths. Do you know how long it takes for forty of them to rifle a berserker to death? About twenty seconds, but I digress.
-Enemies are invincible while jumping but not really. You can slide to a jumping enemy if you're in the air, but remember how inputs for successive moves work? Yeah, if you're attacking another enemy, it's damn near impossible to time that slide. You also can't continue air attacks once you start falling. It's pretty much only feasible to do if you just hit the jump button. If you are on the ground when they decide to jump, they cease to be a valid target a couple seconds before. So if you try to slide to them, it just won't happen. You can try to hit A and slide in the air before they land and instantly attack you, but good luck on that when there's anything else around.
-I think targeting for fierces is dependent on strength. It seems to go wherever the sticks are pointed with low strength. Well, kind of. It seems to autotarget the closest enemy to where the sticks are pointed with maxed strength. Could autotarget at differing ranges based on the strength stat. I don't know, it's just an observation I've made that may or may not be me seeing things. Ha ha, funny. It's useful to know because...
-Ranged targeting is awful, and several fold more awful if a troll is around. Rule of thumb: don't let go of the stick unless you want to focus a single target for a decent amount of time. For everybody that isn't a commando, though, fierce attacks are 100% more useful. In fact, sword and staff fierces practically break the game due to knockdown, penetrating through enemies, and hitting groups. Seriously, world 4 is a joke once you realize it. It's only balanced out by the fact that they only work half the time. The other half you'll either do nothing, slide towards the target, or 2in1 finish the target. It's a glorious feeling of renewal to push both sticks towards a mob of light polarity whatevers, slide->finish, and instadie while mashing dodge. It's even more renewing if you don't instadie, but come out with 2% health and poisoned.
Edit: I just remembered this - fierce attack dark elf leaders. The fierce cancels their arrows. It's cool, but kind of useless.
-On that note, dodge is useless without improved dodge. The invincibility frames don't come until quite a bit after the button is pressed. Enemies seem to have a random amount of tell before attacks that must be dodged. On more than a few occasions, I've seen attacks where B had to be pressed before their attack animation started. Fantastic. Also sucks because my champion saw zero gear with improved dodge between level 12 and level 35. Still haven't seen a rune with it despite my berserker being showered with them.
-Troll status effects are undodgeable. You can dodge the damage, but still get frozen/slowed/incrementally killed. Jumping avoids it. However, Dark elf leader attacks can only be dodged. They knock you out of the air despite it attacking the ground. Yeah, I'm confused by this series of decisions as well. I think the intention was for dark elf leaders to be the thing that makes ground finishers not useless.
That's all I can think of at the moment, though it should be way more info than is necessary.
I mean, I've already posted more pages worth of stuff than is necessary or interesting, but I don't really want to get into it again if there is a lazier option available.
Did I mention that the controls get all wonky, you wonder quietly to yourself? I give you a recycled and updated post.
Monger's Too Human Control Analysis Theater: Things You May Not Know Edition
-If a target you want to slide to moves during your slide, or if another target gets between you, you'll slide to a random area and do nothing.
-If you're in the middle of a normal melee attack, you can't slide to another target. You'll turn in their direction and do another normal melee attack directed at air. This is because...
-The input window for successive moves is at the beginning of the current move. Hell if I know why. It also means that +attack speed is a debuff, as your windows pretty much disappear. Well, I guess if you pump it up enough, then precise control becomes irrelevant.
-Enemies hitstun, which can completely throw of your control if you're being hit by enough of them. Some weapons (especially hammers) have laggy moves that can be interrupted by hitstuns. When surrounded, think of RB as your "this isn't worth it" button.
-Inclines break melee targeting. If you want to slide to a target on a ramp, you pretty much have to be within a couple feet of it. I actually haven't thought to try jumping first.
-Melee targeting is completely broken, anyways. There's really not anything more complicated to it than than. You often won't slide to a target just because. Happens both on the ground and in the air. Don't ask me why.
-Enemies are invincible while getting up but not really.
-While knocked down, everything functions normally.
-A couple seconds after they are on their feet, everything functions normally.
-While getting up, enemies are invulnerable to ruiners, fierces, and slides.
-While getting up, enemies are vulnerable to ranged attacks, but only if they were targeted before the animation began.
-While getting up, enemies are vulnerable to normal melee attacks. You just have to walk over to them.
-While getting up, enemies are vulnerable to finishers, but you can't directly perform a finisher on one due to not having a target circle.
-This also applies to ranged dark elves switching out of their crouched state when you get near them, and probably other things that I'm forgetting. This is a giant bitch when trying to clear a pack of ballistic spamming dark elves with a ruiner.
-Related: falling on enemies knocks them down. For everyone saying the demo works exactly like the full game, you are wrong. This is a (pretty big) change due to the above. However, you can still run into the problem the demo had (getting stuck in the air due to not being able to push enemies away). If you are in the presence of an excessively large group of enemies, DO NOT go into air combat against anything that would leave you above the whole mob. You can and will get stuck. I had this problem doing an air finisher on an undead summoner with a second summoner around. Kept my berserker from no-deathing world 4. Also got respawned in the middle of the mob of infinitely respawning undead wolf troopers, which lead to a lot more cheap deaths. Do you know how long it takes for forty of them to rifle a berserker to death? About twenty seconds, but I digress.
-Enemies are invincible while jumping but not really. You can slide to a jumping enemy if you're in the air, but remember how inputs for successive moves work? Yeah, if you're attacking another enemy, it's damn near impossible to time that slide. You also can't continue air attacks once you start falling. It's pretty much only feasible to do if you just hit the jump button. If you are on the ground when they decide to jump, they cease to be a valid target a couple seconds before. So if you try to slide to them, it just won't happen. You can try to hit A and slide in the air before they land and instantly attack you, but good luck on that when there's anything else around.
-I think targeting for fierces is dependent on strength. It seems to go wherever the sticks are pointed with low strength. Well, kind of. It seems to autotarget the closest enemy to where the sticks are pointed with maxed strength. Could autotarget at differing ranges based on the strength stat. I don't know, it's just an observation I've made that may or may not be me seeing things. Ha ha, funny. It's useful to know because...
-Ranged targeting is awful, and several fold more awful if a troll is around. Rule of thumb: don't let go of the stick unless you want to focus a single target for a decent amount of time. For everybody that isn't a commando, though, fierce attacks are 100% more useful. In fact, sword and staff fierces practically break the game due to knockdown, penetrating through enemies, and hitting groups. Seriously, world 4 is a joke once you realize it. It's only balanced out by the fact that they only work half the time. The other half you'll either do nothing, slide towards the target, or 2in1 finish the target. It's a glorious feeling of renewal to push both sticks towards a mob of light polarity whatevers, slide->finish, and instadie while mashing dodge. It's even more renewing if you don't instadie, but come out with 2% health and poisoned.
Edit: I just remembered this - fierce attack dark elf leaders. The fierce cancels their arrows. It's cool, but kind of useless.
-On that note, dodge is useless without improved dodge. The invincibility frames don't come until quite a bit after the button is pressed. Enemies seem to have a random amount of tell before attacks that must be dodged. On more than a few occasions, I've seen attacks where B had to be pressed before their attack animation started. Fantastic. Also sucks because my champion saw zero gear with improved dodge between level 12 and level 35. Still haven't seen a rune with it despite my berserker being showered with them.
-Troll status effects are undodgeable. You can dodge the damage, but still get frozen/slowed/incrementally killed. Jumping avoids it. However, Dark elf leader attacks can only be dodged. They knock you out of the air despite it attacking the ground. Yeah, I'm confused by this series of decisions as well. I think the intention was for dark elf leaders to be the thing that makes ground finishers not useless.
That's all I can think of at the moment, though it should be way more info than is necessary.
My biggest gripe was the "A" button glitching 80% of the way through Level 2. It displayed the green A as if I could enter a well, but I wasn't anywhere near a well. This prevented me from jumping. Doesn't sound like a big deal, but as a berserker killing the dark elf leaders is near impossible. But I blew all my ruiners to beat them. Then came the ice troll / fire troll combo. There goes 3 hours of work on an unstoppable.
Lame.
And yes, the game's difficulty distinguishing between fierces and 2-in-1 slides has cost me many, many chances at unstoppable on my berserker. It was so frustrating I had to create a defender to do it.
Trojan35 on
0
MongerI got the ham stink.Dallas, TXRegistered Userregular
My biggest gripe was the "A" button glitching 80% of the way through Level 2. It displayed the green A as if I could enter a well, but I wasn't anywhere near a well. This prevented me from jumping. Doesn't sound like a big deal, but as a berserker killing the dark elf leaders is near impossible. But I blew all my ruiners to beat them. Then came the ice troll / fire troll combo. There goes 3 hours of work on an unstoppable.
Lame.
And yes, the game's difficulty distinguishing between fierces and 2-in-1 slides has cost me many, many chances at unstoppable on my berserker. It was so frustrating I had to create a defender to do it.
Dark elf leaders shouldn't be a problem once you clear out everything else in the room. Let it get in close and as soon as you see it start to rear up, hit dodge, then do a 2in1 finisher. Repeat as necessary. You can even go back to normal attacks once the shield is broken. You shouldn't ever be in the air around one, since there's no way to avoid that ground attack except a dodge.
That a weird bug, though. The only thing I've had like that was a dark polarity grenade troll that was unmountable. It was also next to a dark polarity ice troll with a hammer (but mountable). Come to think of it, polarity grenade trolls are bullshit to begin with, since the grenade status effects have no observable range, can't be dodged, and will hit you in the air. Plus grenade spam.
Dark elf leaders shouldn't be a problem once you clear out everything else in the room. Let it get in close and as soon as you see it start to rear up, hit dodge, then do a 2in1 finisher. Repeat as necessary. You can even go back to normal attacks once the shield is broken. You shouldn't ever be in the air around one, since there's no way to avoid that ground attack except a dodge.
Only the Dark Elf leaders pop a shield on all enemies near them. Which means they really have to be taken out first. The roll/ finisher strategy is the best approach I've seen to taking them out, but it's tough to do when you're also dealing with hammers/ grenade spam/ missile spam/ mobbed by goblins. Additionally, they're not infrequently range resistant. Maybe fierce attacks would work, but these tend to be unreliable.
That a weird bug, though. The only thing I've had like that was a dark polarity grenade troll that was unmountable. It was also next to a dark polarity ice troll with a hammer (but mountable). Come to think of it, polarity grenade trolls are bullshit to begin with, since the grenade status effects have no observable range, can't be dodged, and will hit you in the air. Plus grenade spam.
The grenade trolls need to have their tanks taken out before they can be mounted, but targeting these with melee can be a bitch. Also, if the trolls are too near a wall, they will automatically throw you off.
Posts
Loot drop chance already maxed out? (15% I think)
haha we have a winner.
Ah, lame. Their in-game description sounded interesting, but I don't have Live. Oh well.
That helps sometimes, but usually I have problems when the camera's focussing on an enemy or something while I'm trying to do something else entirely. Resetting the camera results in it spinning round naseatingly to focuss on the same thing again.
It'd be nice you could hold LB to fix the camera behind you while attacking and moving normally, instead of it rooting you to the spot.
Oh, and a plot-related question:
I didn't find the last part until after Tyr got killed, is that the problem?
XBL : lJesse Custerl | MWO: Jesse Custer | Best vid ever. | 2nd best vid ever.
Once the eyepiece is complete it plays out as part of the story
Also TH2:
Too Human, A NORN, and A Feasting Place
FFBE: 898,311,440
Youtube: http://www.youtube.com/dElementalor
PS - Local_H_Jay
Sub me on Youtube
And Twitch
then that damn mmo had to cock it up.
*Imagines possible PC version of TH with a mod to make all characters Rangarok characters*
*jizzes*
PS - Local_H_Jay
Sub me on Youtube
And Twitch
Too HuRAGNAROKman 3??
I was thinking more "Too Human 3: It's On (Now with more Ragnarok)"
Svidrigailov / KwstzHdrchX
20 Berserker (I assume SP characters can be used in co-op?)
EST evenings, mostly between 8 and midnight
More Ragnarok than YOUR BODY HAS ROOM FOR
Otherwise come friday I'm gone from this game until much later in the year though definitely coming back. really liking it.
Wow. I was gonna ask to BORROW 300k earlier and I thought that would be steep to some people.
DAAAAMN lol
I have some nice red pistols but I dont use pistols.
And a red cannon but I dont want to use cannons.
There has to be a decent rifle, preferably plasma.
Quit game. Load game.
Or Go to Mission. Go To Aesir.
nonononono
as soon as you leave Aesir it rerolls so you get totally different stuff. By chance, your red might be there but to get my elite set staff earlier (for which i was gonna ask for 300k, it cost 1.4mil) I had to quit out and remake countless games in the hope of finding it
Okay, Too Human 2 needs 'Energy Legs' as an armour piece.
LVL50 Energy Legs
Armour - More armour than your body has room for
-Kenyan Running Skill +1
-Shockolate +33%
-Babies +400
-Energy For Normal Sports +Too Much
Alignment - Rocket
Class - Kenyan
Red is the best but is extremely high in rarity.
Orange is the best below that (although sometimes a high level purple is better than a lower level orange etc etc)
Purple
Blue
Green
Grey
I just don't get it.
Explain it to me?
I mean, I've already posted more pages worth of stuff than is necessary or interesting, but I don't really want to get into it again if there is a lazier option available.
All right, people. It is not a gerbil. It is not a hamster. It is not a guinea pig. It is a death rabbit. Death. Rabbit. Say it with me, now.
Like attack directions and combos.
All I can seem to do is fly around from bad guy to bad guy and I can't seem to attack in the right direction half the time.
The basic thing to know is that you just point the stick at what you want to die. If you aren't killing what the stick is pointed at, then you've stumbled upon one of the many quirks to the controls. There are a lot of them. The majority of getting Baldur to do what you want him to involves compensating for how the controls function, and you can't really get a feel for that until you've played around with it for a while. Inputs are also more or less constricting based on class. As a commando, you will be doing jack with melee weapons and as a berserker, the controls get so twitchy that it's almost impossible to do anything with any precision. Gear will also make getting things to work either second (well, maybe third or fourth) nature or a nightmare.
Now, there aren't combos per say. In fact, the hitcount literally just increments with every attack you do regardless of who/what/where/how you're attacking, then resets if you don't attack anything for a couple seconds. The combo meter is relatively important. It builds and fills levels based on your attacks. Some attacks build combo meter faster than others. Using guns fills piddly amounts of combo. Using guns on juggled targets fills slightly less piddly amounts of combo. If you just hold the stick towards an enemy and use normal melee attacks, that fills less combo than using finishers/fierces/juggles/air finishers/2in1s. Fenrir maxes the damn thing out in a matter of seconds.
The moves themselves are kind of explained in the Advanced Combat section in the menu. They're explained much more thoroughly in Tyr's workshop at Aesir, though that doesn't come until after world 1. Check all the walls around the training mat. You should get prompts to press A in front of all the little blue screens (check everything in the entire area that looks even remotely like one) hanging around, and one on the dummies that pop up. There's also one at the shooting range, and one on the weapons hanging on the walls. That should get you through all the mechanics as they are expected to work, outside of queuing. The only thing I can't find in there is a description of all the stats.
Queuing? Yeah, I know. It's a funny word with a lot of vowels. Focus. Inputs queue, which is a blessing and a curse. But mostly a curse. For example, if you slide, and push the stick towards a second target during the slide to queue a second slide. You can let go of the stick immediately and it will still happen. You also get a nifty attack speed/damage/xp bonus for continuously chaining slides. The screen will even blur a bit. Okay, not so nifty on the xp bonus. See: all the discussion on level scaling. Also maybe not so nifty on attack speed. See: below. You can also queue a dodge while falling out of the air. More useful than you'd expect. Queuing is also why 2in1 moves are inputted the way they are. If you slide and try to add a juggle at the end of the slide, you'll get the slide impact followed by a queued juggle. If you are able to kill an enemy in one hit, a slide followed by a queued juggle will kill it outright and juggle a second enemy immediately after. Double tapping the stick towards an enemy at slide distance (a 2in1 juggle) will cause it to be juggled regardless of being able to kill it with one hit. Note that these two actions look really similar outside of the one hit kill case. 2in1 ruiners look identical to a slide and a queued ruiner, outside of how much combo meter is depleted. For where this makes things odd, see below.
Did I mention that the controls get all wonky, you wonder quietly to yourself? I give you a recycled and updated post.
That's all I can think of at the moment, though it should be way more info than is necessary.
All right, people. It is not a gerbil. It is not a hamster. It is not a guinea pig. It is a death rabbit. Death. Rabbit. Say it with me, now.
That a weird bug, though. The only thing I've had like that was a dark polarity grenade troll that was unmountable. It was also next to a dark polarity ice troll with a hammer (but mountable). Come to think of it, polarity grenade trolls are bullshit to begin with, since the grenade status effects have no observable range, can't be dodged, and will hit you in the air. Plus grenade spam.
All right, people. It is not a gerbil. It is not a hamster. It is not a guinea pig. It is a death rabbit. Death. Rabbit. Say it with me, now.
Or I could just have experienced the same bug as you multiple times :P
Only the Dark Elf leaders pop a shield on all enemies near them. Which means they really have to be taken out first. The roll/ finisher strategy is the best approach I've seen to taking them out, but it's tough to do when you're also dealing with hammers/ grenade spam/ missile spam/ mobbed by goblins. Additionally, they're not infrequently range resistant. Maybe fierce attacks would work, but these tend to be unreliable.
The grenade trolls need to have their tanks taken out before they can be mounted, but targeting these with melee can be a bitch. Also, if the trolls are too near a wall, they will automatically throw you off.