MoG bug


Anglican

 

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ok, Ive tested this numerous times, MoG ends BEFORE the warning timer even starts blinking. All the other tier 9 powers are working fine though. Devs, pls fix this, MoG already has enough trouble as it is.

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Technically, it's not a bug -- it works as designed. The problem is that MoG is the exception to that design. That doesn't help YOU folks at all, it's mainly me straightening out my thoughts on how to approach it. In order for this to be fixed, it will require a code change. So, I'll add it to the queue.

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Goodness that's depressing.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

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hey castle, while we've got the hood open on mog...


 

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ok, Ive tested this numerous times, MoG ends BEFORE the warning timer even starts blinking. All the other tier 9 powers are working fine though. Devs, pls fix this, MoG already has enough trouble as it is.

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Pall44, could you clarify what exactly you are seeing? Are you saying that the defense for the power goes away before the icon does? I tested the -regen stuff and that all lines up with the icon blinking perfectly.

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No, its worse than that. what happens is the defense AND the resistance goes away BEFORE the warning icon starts blinking. That definatly needs fixing. Thank goodness castle responded.


50 EM / SR Stalker
50 Spines / Regen Stalker
50 Claws / SR Stalker
50 DM / DA Stalker
42 DM / EA Stalker
40 Nin / Nin Stalker

 

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It's a design defect. That's what _Castle_ was trying to convey: This isn't a construction defect ("bug") but a problem with the design.


 

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ok, Ive tested this numerous times, MoG ends BEFORE the warning timer even starts blinking.

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Doesn't surprise me.
MoG is essentially the period of def and res, plus the period of no def and res with no regen. So the blink is for the end of the entirity of the MoG effect.

Hence..'working as designed'. It's just that with MoG, that generic design doesn't work, since you want to know when the first part of the power ends, not the secondary.


@JohnP - Victory

 

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OH, and SuperSilver, MoG did NOT have Psy def put back in.

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Oh I know, I meant that as sarcasm.


 

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To be fair, MoG is a Scrapper/Stalker power, so we should compare it to similar sets, not gimp Defender sets like Force Fields.

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40% def with close to 5% more from maneuvers is ... not particularly gimp under def scaling. And that's a big chunk of my point; some sets perform decently while having poor / mediocre 9th (and, in the case of FF, 7th, 8th, and 9th) tier powers.

As for my post comparing MoG to force bubble, I believe the comparison was valid since the guy I was replying to said ... "defensive sets" ... and FF is all bout the def. Had he said "melee sets," well, that'd be different.

But I notice you didn't exactly jump on my comparison to RotP

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As someone stated before, when I heard "Defensive" I didn't think "Defense", I thought Scrapper/Stalker/Brute secondaries and Tank Primaries.

40% Defense comes from just 3 powers, however, so I feel safe in calling FF gimp. The number of useful powers in the set is apalling, especially considering the recent mega-nerf to FF's toggle dropping abilities.

And yeah, a Tier 9 self rez is pretty crappy, but that only makes MoG the second worst Tier nine melee defense power.


Agua Man lvl 48 Water/Electric Blaster


"To die hating NCSoft for shutting down City of Heroes, that was Freedom."

 

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Well, the self-rezz Tier 9's are rather useful in PvP!


 

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And yeah, a Tier 9 self rez is pretty crappy, but that only makes MoG the second worst Tier nine melee defense power.

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I find self-rezzes more useful than a power that sucks in every real-life situation. Fact is, eventually you're going to die and self-rezzes help you get back into the fight faster than going to the hospital without relying on another player. MoG is only useful in a few extreme circumstances that I've never been able to recognize while they're happening. Properly slotting your actual Regenerative powers along with inspiration use is a much more effective way to keep yourself from dying than MoG. It's been said before, I'll say it again, a handful of lucks is far better than MoG any day of the week and twice on sundays.


 

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And yeah, a Tier 9 self rez is pretty crappy, but that only makes MoG the second worst Tier nine melee defense power.

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I find self-rezzes more useful than a power that sucks in every real-life situation. Fact is, eventually you're going to die and self-rezzes help you get back into the fight faster than going to the hospital without relying on another player. MoG is only useful in a few extreme circumstances that I've never been able to recognize while they're happening. Properly slotting your actual Regenerative powers along with inspiration use is a much more effective way to keep yourself from dying than MoG. It's been said before, I'll say it again, a handful of lucks is far better than MoG any day of the week and twice on sundays.

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I disagree. Clear testing has shown that lucks + normal regen powers is better than MoG FOUR times on Sunday. Your MoG love has got to stop Nishnig!


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

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I have said it before. My problem with MoG is not that it is too weak (it is but that is not the problem for me) Even before the nerfs when it was good I hated it. Because it is NOT a regen power. It just does not fit the power set. Its kinda like if the SR were getting as a last power a power that would shot off all their defences and five them cap resist. I would not matter if that power was uber or gimped it would not fit the set. Well that is what MoG is.

Please if you are going to have to put in new code anyway. Redo MoG from the ground up.


Proud Member Of the Paragons of Justice
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MoG is the bug! One of the worst powers in the game. In my honest opinion, even jump kick is better!


In a world full of Heroes and Villains, what ever shall I be?.....

 

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ok, Ive tested this numerous times, MoG ends BEFORE the warning timer even starts blinking.

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Doesn't surprise me.
MoG is essentially the period of def and res, plus the period of no def and res with no regen. So the blink is for the end of the entirity of the MoG effect.

Hence..'working as designed'. It's just that with MoG, that generic design doesn't work, since you want to know when the first part of the power ends, not the secondary.

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Spot on here. I think the solution might best be handled with two buff icons, One with the positive stuff, and the timer set for those, plus a second icon for the negatives, with the longer timer for those.