Silphy Posted March 16, 2014 Share Posted March 16, 2014 (edited) While filling in a support ticket about bugs I started ranting and decided that was more fitting for a forum post. In short, I was reporting: - Explosion knockdown sometimes ignores Rhino's Iron skin and knocks down anyway. - Impact stagger effect sometimes ignores both iron skin AND Sure footed + fortitude knockdown resistance. - Radiation proc made a banshee player kill me over FIVE times with an ogris during two invasion runs against corpus. Unintentionally, but frustrating nonetheless. I normally don't feel strongly about bugs, but I do about these. Status effect procs are, excuse my wording, implemented poorly. Players are not the same as enemies and should be treated differently; proc effects cannot be applied verbatim on us without making them preventable. BLEED: It's okay for us to one-shot corpus through their shields with bleed, but not for them to do the same to us. That's sometimes unpreventable and therefore cheap. It took ages to address and fix, I'm happy it has. Scratch that, lvl 30 eviscerators can still do 300+ health damage on a single shot. BLAST & IMPACT: It's okay for stuns and knockdowns to affect enemies 100% of the time, but we were implied to able to mod against it. All previous knockdown methods were telegraphed nicely and preventable, but explosion procs are random and unpreventable and apparently even bypass skills and mods, which I hope is a bug. MAGNETIC: It's okay for us to proc magnetic on a corpus (boss) to take a chunk of his shields, perhaps you modded your weapon (tysis?) specifically to do so, but having your carefully saved, flow boosted 450 energy points be gone completely, not to mention all your shields, because a leader aura'd you through a wall two rooms away, feels cheap at best. It's no surprise that a few patches ago we now retain 1/4th of our shields after a proc. RADIATION: It's okay for us to "mind control" or "confuse" enemies with radiation, but simply disabling friendly fire prevention gives trolls a potential tool to harass. In my case it's unintentional, yet it still happened 5 times. Not to mention that my sentinel seems to apply coolant leak on me the entire duration when I get affected myself. HEAT & ELECTRIC: This is a great example of a proc being handled well, we don't get the shock stun or fire panic effect, but do take damage in an interesting way, like when it chains to and from teammates. TOXIN: Most sources of toxin (i.e. toxic ancients) are melee enemies and force combat from a distance. It's preventable, interesting and implemented well. The toxic aura ancient leaders take this up a level but they're rare. SWITCH TELEPORT: Not a proc, but same problem. Commanders now force a "what, where am I?" animation of your Tenno, looking around for 2 seconds after switch teleporting. This was done right after enemies were given the animation for Loki's version of the skill, again it's an effect that's copy-pasted on us despite players and enemies not being comparable entities. I know what happened, where I am and what I need to do: activate a crowd control ability so I don't die to the grineer I've been teleported in the middle of. Again it's unpreventable; commanders activate the second they gain line of sight. Please reassess procs, especially radiation. I want my enemies to be challenging in new and exotic ways, but not in the same way that we're effective against THEM. Ignoring my defenses (shields), disabling my weapons (energy) and toggling friendly fire so you can suddenly be shot in the back by your friend is only something I face when an angry admin starts abusing his powers in TF2. Edited March 16, 2014 by Silphy Link to comment Share on other sites More sharing options...
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