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Posted 20 hours ago

Hasbro B8571 Nerf Blaster Zombie Ner Doomlands The Judge, Yellow/Black, Standard

£9.9£99Clearance
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Includes 30 Nerf darts: includes 30 official Nerf doomlands Elite darts that are tested and approved for performance and quality, and constructed of foam with flexible, hollow tips Desire here is to see if giving the Judge a little hit—paired with the other shotgun changes—moves the needle when playing against this gun. We’ll continue to monitor and make other changes if necessary Hitting an enemy past 10 meters will apply a different tagging value to them instead of the standard tagging

Nerf The Judge (Nerf) » Nerfz Nerf The Judge (Nerf) » Nerfz

This should slightly reduce the power of Slow Orb and increase intentionality. Right now, slow orb unintentionally covers a lot more ground than it should be if aimed properly.Observers can change which teams outline are visible (defaults: H - All, J - Friendly to spectated player, K - Enemies of spectates players, L - None)

Nerf blasters | Foam Blasters | Nerf toys | Argos Nerf blasters | Foam Blasters | Nerf toys | Argos

See inside the blaster: look through the clear area on this doomlands Nerf blaster to see the inner firing mechanism and watch it in Action when you fire the blaster An additional client-predicted small spark VFX now spawns immediately at the game space location of a hit Fortifying Barrier: Wall forms at 400 HP—after a 3 second delay, the wall becomes fortified to 800 HP In testing, the Judge can Instant Kill when aiming at the body from point-blank to 10m, at 15-25m it needs two to three shots to kill, and at 30m it needs to do six to seven shots. That on paper seems normal, but the Time to Kill ( TTK ) calculations I did say otherwise. If the vote is successfully passed and the game is remade, all players who voted do not receive any XP or MMR adjustments for the match. The match will also not show up in match history. All disconnected players not part of the vote will take a full MMR loss for the game, and receive a leaver penalty equivalent to disconnecting from a full match.Killjoy’s Nanoswarm has been a terror to play against. It’s meant to be a strong stalling and post plant tool—but we feel it’s currently dealing far too much damage and players aren’t able to engage in the desired counterplay. This change should allow Viper, in many situations, to get her wall placed pre-round and then join her team before the barrier drops—or create uncertainty about her location when the round begins. Increasing the speed of the wall rising should reduce the awkward period that occurs after it starts to rise but isn’t covering all the angles Viper and her allies would expect. Remake match: When a match begins with a 4v5 (or more lopsided teams), players will now have the option to end the game they’re in and queue for a new one.

VALORANT Patch Notes 1.07 VALORANT Patch Notes 1.07

These features take effect from agent select to game end. We also added an option to hide + auto-reject friend requests. Fixed a bug where if both teams try to call a surrender vote, the team who called it second wouldn’t get the option to vote Note: These are not all the potential Breach changes we want to do, but as part of our ease-in, intentional-balance philosophy, we want to be measured. Stay tuned for more...potentially.) Flashpoint Sage might be the most-nerfed character in all of Valorant so far, but this time around Riot appears to be taking the kitchen-sink approach to reducing her power. Sage now only heals for 60 health instead of 100, and when she heals herself, the healing comes out half as fast. On top of that, her Slow Orb is also now 30% smaller. But Sage’s changes weren’t all nerfs, as her wall now has more health if it stands longer. The wall now starts at 400 health, but after three seconds grows to 800 health. Dart revolving drum: this Nerf doomlands blaster has a huge 30-dart revolving drum for massive dart-firing fun

This change should allow Viper, in many situations, to get her wall placed pre-round and then join her team before the barrier drops—or create uncertainty about her location when the round begins. Increasing the speed of the wall rising should reduce the awkward period that occurs after it starts to rise but isn’t covering all the angles Viper and her allies would expect. Decay

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