Guest Posted May 3, 2017 Share Posted May 3, 2017 Abilities that create objects in the environment universally get destroyed when a nullifier touches them, including things such as Tectonics, Effigy, Snow Globe, Tentacle Swarm, etc. Abilities that create effect fields and waves are nullified only within the nullifier bubble, such as Sound Quake, Maim, Crush, Polarize, Chaos, etc. Abilities that create an object that produces a field of effect itself combine these things, such as all of vauban's and octavia's kits. If the object generating the field is nullified, the whole field and the object are destroyed. A unique one is Peacemaker, which nullifies everything lost to LOS because of the bubble. Nullifiers still do not behave consistently when interacting with powers that place some field of effect on the ground. In some instances, the nullifier can walk right over the object in question and nullifies only what's within the bubble, while it's in the bubble. The field will persist and continue to affect enemies and allies once the nullifier is gone. This includes Fire Walker, Pyroclastic Flow, Icewave Impedence, and Ravenous. Other abilities will be completely destroyed the moment that the nullifier touches their edge, including Undertow, Hallowed Ground, and Hallowed Reckoning. For consistency's sake, I think Hallowed Ground and Hallowed reckoning should be change to be treated as an effect field like Fire Walker and Icewave Impedence. Undertow should be treated as a channeled effect field. Since Hydroid and the enemies in it are both locate-able and restricted in movement within undertow, it should be possible to nullify the entire puddle only when he himself is hit by the nullifier. Link to comment Share on other sites More sharing options...
AuroraSonicBoom Posted May 3, 2017 Share Posted May 3, 2017 Don't forget the most prominent inconsistency: They don't cancel Naramon's Shadow step. In general I agree with you, tho. Link to comment Share on other sites More sharing options...
Kyryo Posted May 3, 2017 Share Posted May 3, 2017 They just need to be deleted from the game . Link to comment Share on other sites More sharing options...
P0Pz Posted May 3, 2017 Share Posted May 3, 2017 (edited) 10 minutes ago, Kyryo said: They just need to be deleted from the game . Oh well all it needs against nullies is something that nullies nullies... Sounds weired but everything needs a "anti". Nullies "cast" something to deffend agains enemies cast. ---- How to counter that with a frame skill? ----- The answer is simple: "A Silincing effect/skill" Any foe entering a silincing area gets silinced. A nullie will walk in it. His "cast" gets silinced... his shield is nullied. End of story 😎 Could be used for a kind of "Anti Caster" frame. Edited May 3, 2017 by P0Pz Link to comment Share on other sites More sharing options...
Lockecoleff Posted May 3, 2017 Share Posted May 3, 2017 I generally don't have a problem with nullies. They are challenging and cause me to change my strategy. I do have a problem with inconsistencies. The biggest ones are the bubble not changing size when in corridors and the bubble not visually disappearing when it's popped. The second issue is a bigger one to me. There's been several times when I have unloaded a full multishot clip of twin grakatas into the bubble and it shrinks but doesn't disappear. However when I step into the bubble nothing happens. It was popped but it was still visible. Link to comment Share on other sites More sharing options...
(PSN)MrNishi Posted May 3, 2017 Share Posted May 3, 2017 Focus school Passives should be cancelled by Nullifiers, but Nullifiers should also end transference and cancel Operator Abilities. Technically Exalted weapons should not be able to damage the Nullifier bubble/field. Yet they can damage to shrink them. Like @TheDefenestrater mentioned, some ability duration effects persist through Nullifier dispel. My personal favorite is Prolonged Paralysis. The damage can shrink bubbles and the CC slowed-ragdoll knockdown cannot be dispelled. Basically the Nullifier bubble does not 'Cleanse' the CC'd enemies. Which allows Prolonged Paralysis to be consistent. Not sure if technically Arcane Enhancements and Syndicate Weapon procs/melee weapon bonuses should be cancelled. (Hirudo, Hema..not being allowed to heal in Nullifier bubble if Zenith is not allowed to Punch-through Nullifier bubble)* A whole lot of inconsistency +1 Link to comment Share on other sites More sharing options...
RunningTree3 Posted May 4, 2017 Share Posted May 4, 2017 14 hours ago, TheDefenestrater said: Abilities that create objects in the environment universally get destroyed when a nullifier touches them, including things such as Tectonics, Effigy, Snow Globe, Tentacle Swarm, etc. Abilities that create effect fields and waves are nullified only within the nullifier bubble, such as Sound Quake, Maim, Crush, Polarize, Chaos, etc. Abilities that create an object that produces a field of effect itself combine these things, such as all of vauban's and octavia's kits. If the object generating the field is nullified, the whole field and the object are destroyed. A unique one is Peacemaker, which nullifies everything lost to LOS because of the bubble. Nullifiers still do not behave consistently when interacting with powers that place some field of effect on the ground. In some instances, the nullifier can walk right over the object in question and nullifies only what's within the bubble, while it's in the bubble. The field will persist and continue to affect enemies and allies once the nullifier is gone. This includes Fire Walker, Pyroclastic Flow, Icewave Impedence, and Ravenous. Other abilities will be completely destroyed the moment that the nullifier touches their edge, including Undertow, Hallowed Ground, and Hallowed Reckoning. For consistency's sake, I think Hallowed Ground and Hallowed reckoning should be change to be treated as an effect field like Fire Walker and Icewave Impedence. Undertow should be treated as a channeled effect field. Since Hydroid and the enemies in it are both locate-able and restricted in movement within undertow, it should be possible to nullify the entire puddle only when he himself is hit by the nullifier. Yes. Consistency is always great. Though for the examples above: I believe the consistency found with Undertow is that Hydroid is the entire water-trap, rather than the source of it. If this remains the case, I have always wanted to be able to cast into Tidal Surge from Undertow and vice versa. Fire Walker+aug and Icewave Impedance both seem to be some sort of "after effect", no longer part of the ability after the instance is generated (perhaps they just become physical environmental hazards?) Ravenous fits into the deployables category, as it is actually made up of three objects generating an effect field: these are the 'mounds' that spawn maggots. Each mound can be separately nullified, clearing a third of the Ravenous field each time. I have seen inconsistency with Hallowed Ground: sometimes a bubble can touch the field and not affect it at all. Link to comment Share on other sites More sharing options...
Neightrix Posted May 4, 2017 Share Posted May 4, 2017 (edited) Also Mag's Magnetize should only be removed when a nullifier touches the target, not the outside of the field. Any nerfs to nullies are welcome at this point. Not a single thing should be added to the list of things nullified at this point. Not exalted weapons, not arcanes, not healing passives, nothing! Paralysis is a stagger effect. Why would a nullifer cause an enemy to regain their balance and composure from being physically staggered? Better to start adding enemies you have to play around and resist powers individually instead of using nullifers as a balance crutch. Edited May 4, 2017 by Neightrix Link to comment Share on other sites More sharing options...
P0Pz Posted May 4, 2017 Share Posted May 4, 2017 12 hours ago, Neightrix said: Also Mag's Magnetize should only be removed when a nullifier touches the target, not the outside of the field. Any nerfs to nullies are welcome at this point. Not a single thing should be added to the list of things nullified at this point. Not exalted weapons, not arcanes, not healing passives, nothing! Paralysis is a stagger effect. Why would a nullifer cause an enemy to regain their balance and composure from being physically staggered? Better to start adding enemies you have to play around and resist powers individually instead of using nullifers as a balance crutch. The question is: "at which certain point" should a frame skill stronger then a nullies bubble? To "cast a nullie bubble" it will consum energy. Therefore needs a energy pool aka max power. Now how about this: "As long a frames max power, in this case 'power' means skill superio over others targets with lower max power, its skill cast will "pierce" the lower lvl cast. This calls out to high superio caster frames like: Banshee/Mag/... every frame that may reach 600+ max power, to break through and nullies nullies. Link to comment Share on other sites More sharing options...
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