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Condition Overload - rebalance suggestion


TnaneverRisen

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@Voltage is right in that the original function of CO should probably have been held back in test, same as additive Meme Strike's interaction with Blood Rush - and actually these two are both the same problem - someone in dev failed to test and/or couldn't figure out how to reconcile these after-effect buff modifiers with the way the game likely baked in the calculations for modding at the time, I'd presume for 'optimisation' efficiency. So it could only affect the end result until they dug back in and separated things back out.

Additive Meme wasn't really the problem, it was the formula being (ModdedCrit + Meme) * (BloodRush * Combo) instead of (ModdedCrit * (BloodRush * Combo)) + Meme

 

Having said that, if existing in the game for years counted for behaviours not being bugs, @SpringRocker and I would still be able to bullet jump from standstill in Prowl. What's a bug and what's a feature is just however the devs feel like calling it to suit their purposes at any given time. Let's not kid ourselves.

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