Issue 19 - Patch Notes for build 1900.201011102104.11
He has acknowledged the problem and that it is also affecting Dominators' and Controllers' pets.
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He's always had a horrible habit of closing into melee range (In spite of not having a single melee attack to his name-), and occasionally he's been known to zark something in a near-by spawn... But I've never seen him go so far out of his way to FIND another group to attack while Kestrel was still engaged in a fight.
I'd really hate to have to give up on having Kes' Adept around... the way I play that particular stalker is heavily based on having her companion... but I won't have a choice if this keeps up.
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No, it really doesn't. First of all, you can trigger them and run away before you take damage.
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He isn't the one throwing out the bombs. The 3 INVISIBLE critters that CANNOT be targeted are running around dropping bombs even IF the Director is immobilized or held.
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The thing is they should know how to fix the toggle dropping bug. It has happened a few times in the past.
Spaghetti code. That's what this is, spaghetti code. |
6+ years of it, mostly by people that aren't with the company anymore.
If you know the reason why it's happening already, why complain? If it were easy, they'd have fixed it by now. |
Personally though, I am hoping something is done about the server instability. I have been "Mapserver'd" more times in the last week since Issue 19 went live, than in the entire three months combined. If I had been playing during peak hours maybe I could understand, but I mostly play during non-peak hours and every time this has happened to me was a non-peak time but one. Did a Statesman TF last week and almost everyone was "Mapserver'd" at least once and one poor guy had it happen at least three times in each mission. At one point he even said he had never had it happen before and couldn't understand what was going on.
Likely using the tactic of mezzing the invisible pets or using player pets to damage the invisible pets. Or using Warburg nukes to defeat the Director before the pets start dropping the proximity mines.
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But i thought the game had established that Aarons will almost always find a way to get himself defeated in any potentially hostile environment. This "fix" contradicts de facto canon.
"One of the base's power cores is unstable!" "Which one?!" "We're not sure, the fluctuations in the power grid just appeared!" "General Aarons has drawn his pistol. Follow him!" "And tell the hospital to prepare to treat the General. Again." General Aarons is sort of like a suicidal canary. |
"Character is what you are in the dark"-John Warfin
I'm with Snowglobe on this one in spirit. After attemtping to get the final badge for MOTinMage a couple of times now, it's clear that the only thing we need to do is get around five doms and just hold the heck out of him at the door. This then begs to ask why am I making a team for a TF that requires "x" to finish.
Didn't we toss that idea out the window when Jack or whoever made stalkers and dominators unneeded in the LRSF? They fixed their way of thinking and all archetypes were able to help equally (as one would THINK every archetype SHOULD be in a MMO!) in the STF. We seemed to have taken a step backwards with Tin mage. Though I'm sure six or seven of the high end vets will denounce my ideas and proclaim that this is the best change ever, or at least the direction he rest of the game should go. Or the time honored "Well don't do it then!" to which I answer you "Who are you to tell me how to play? o.@" anyway, thats my two cents. -C.A. |
That was before I knew you weren't allowed to trigger a single bomb in order to get the Mo badge though. I'm still not seeing how that can be done in a non-cheesy way. They were all over he place.
@True Metal
Co-leader of Callous Crew SG. Based on Union server.
Is this AI bug what keeps making my Backup Radio guy run off and get killed? I thought he was just a bad investment.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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Given the overly large amount of proximity bombs, it is unlikely that anyone would be able to dodge the proximity bombs. If a single player takes any damage from them, no player on the team gets the badge.
He isn't the one throwing out the bombs. The 3 INVISIBLE critters that CANNOT be targeted are running around dropping bombs even IF the Director is immobilized or held. |
Ok, are you absolutely sure the invisible critters are still mobile and actively planting more than one bomb even if Director 11 is held and or immobilized? Because we had absolutely zero trouble with him in that state.
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Tin Mage Task Force:
Director 11's 'minelayers' can no longer be targeted by AOE damage.
Okay. So there's literally only one way to get the badge in the TF where no one can be damaged by even a single mine, and that one way is to hold Director 11 at the start, which requires 4-5 Dominators, at least some of whom are in Domination, and then kill him in under a minute, which requires Scrappers and Brutes.
So really, this encourages building a team *specifically* for the purpose of getting that badge, and locks out the majority of archetypes.
This is very bad TF badge design.
Tin Mage Task Force:
Director 11's 'minelayers' can no longer be targeted by AOE damage. Okay. So there's literally only one way to get the badge in the TF where no one can be damaged by even a single mine, and that one way is to hold Director 11 at the start, which requires 4-5 Dominators, at least some of whom are in Domination, and then kill him in under a minute, which requires Scrappers and Brutes. So really, this encourages building a team *specifically* for the purpose of getting that badge, and locks out the majority of archetypes. This is very bad TF badge design. |
Or can the mines actually trigger and damage a target 20 feet off the ground? Admittedly, this can make the Tanks/Scrappers/Brutes/Stalkers a bit useless in the fight, but hey...
-This Space Intentionally Left Blank.-
...correct me if I'm wrong, but the bombs are all on the ground, right? Wouldn't you just need everyone to be flying (you know, with a purchasable jet pack, if nothing else), and then level him with ranged buffs, controls, and attacks?
Or can the mines actually trigger and damage a target 20 feet off the ground? Admittedly, this can make the Tanks/Scrappers/Brutes/Stalkers a bit useless in the fight, but hey... |
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...correct me if I'm wrong, but the bombs are all on the ground, right? Wouldn't you just need everyone to be flying (you know, with a purchasable jet pack, if nothing else), and then level him with ranged buffs, controls, and attacks?
Or can the mines actually trigger and damage a target 20 feet off the ground? Admittedly, this can make the Tanks/Scrappers/Brutes/Stalkers a bit useless in the fight, but hey... |
There is a LOT of notice when one is about to go off from floating text.
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It was actually worse before the developers locked everyone in that room.
If the mine layers are affected by another critter (Director 11) getting held, then they would be highly unique in the game. No other summoned entity gets the mezzed state of the summoner. The only way you'd not be dealing with the mine layers is if you managed to hold the Director before he summoned the mine layers. If you don't, then the mine layers have the ability to move unless they are specifically targeted. Oh right, they can't be targeted. They can't be affected by AoE Damage (likely including all mezzes). Maybe pets can target and attack them, but I wouldn't count on that being the case for long if it is allowed now.
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I think you missed my question, which was why don't you trigger the bombs and be somewhere else when they go off? I think that still works, doesn't it?
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By the time we finished fighting him in the Tin Mage TF I did, there were bombs EVERYWHERE. The floor was covered in them. Including places that Director 11 never even got close to. I was running around trying to set as many off as I could just so there was floor to stand on again.
In my opinion, the fight with Director 11 was worse than Battle Maiden at the end of the Apex TF. I haven't heard a single other person complain about it, so it's likely that something just went wonky in the run that I did... but it was definitely ridiculous beyond reason. |
I'm with Snowglobe on this one in spirit. After attemtping to get the final badge for MOTinMage a couple of times now, it's clear that the only thing we need to do is get around five doms and just hold the heck out of him at the door. This then begs to ask why am I making a team for a TF that requires "x" to finish.
Didn't we toss that idea out the window when Jack or whoever made stalkers and dominators unneeded in the LRSF? They fixed their way of thinking and all archetypes were able to help equally (as one would THINK every archetype SHOULD be in a MMO!) in the STF. We seemed to have taken a step backwards with Tin mage. Though I'm sure six or seven of the high end vets will denounce my ideas and proclaim that this is the best change ever, or at least the direction he rest of the game should go. Or the time honored "Well don't do it then!" to which I answer you "Who are you to tell me how to play? o.@" anyway, thats my two cents. -C.A. |
No, it really doesn't. First of all, you can trigger them and run away before you take damage.
Secondly, it's really easy to immobilize him after you hit him with a power that reduces his protection from it. |
...correct me if I'm wrong, but the bombs are all on the ground, right? Wouldn't you just need everyone to be flying (you know, with a purchasable jet pack, if nothing else), and then level him with ranged buffs, controls, and attacks?
Or can the mines actually trigger and damage a target 20 feet off the ground? Admittedly, this can make the Tanks/Scrappers/Brutes/Stalkers a bit useless in the fight, but hey... |
The AoE of the proximity bombs is such that it will hurt players on the ceiling. Especially since the mine layers plant bombs high up.
Tell that to the picture that someone posted in the beta thread. The mines are still capable of reaching this level of coverage on live. The mine layers are able to also jump onto the tops of the shelves and into the rafters. It was actually worse before the developers locked everyone in that room. If the mine layers are affected by another critter (Director 11) getting held, then they would be highly unique in the game. No other summoned entity gets the mezzed state of the summoner. The only way you'd not be dealing with the mine layers is if you managed to hold the Director before he summoned the mine layers. If you don't, then the mine layers have the ability to move unless they are specifically targeted. Oh right, they can't be targeted. They can't be affected by AoE Damage (likely including all mezzes). Maybe pets can target and attack them, but I wouldn't count on that being the case for long if it is allowed now. |
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Like what? (Serious question; I don't have any experience with mezzing ATs, but I would like to know this)
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http://paragonwiki.com/wiki/Benumb#Benumb
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Would it be exactly as written? Not a chance. It is pseudocode. That pseudocode works in an event driven environment (ie. this game) though.
Edit: To put what I said in another way, I present the following. Make variables for (the max amount of proximity bombs to be "dropped" at one time), (the max amount of time between drops for each Mine Layer), and (when the last bomb was dropped by a specific Mine Layer). If the maximum amount of bombs hasn't been dropped and the current Mine Layer's drop cycle is up, drop a mine, increase the count of the amount of current mines out, and reset the Mine Layer's drop cycle. When a bomb explodes, decrease count of the currently placed mines. |
When they design things like this, they don't HAVE programming to work with in the traditional sense. They're designing creatures that have powers. There aren't any variables for 'how many times have I cast this power', that would require new tech that the engine doesn't have.
The CLOSEST that I could see for something like this would be to create a critter who has 0 recovery, a set amount of endurance, who only gets endurance back when one of their deployed mines (which are THEMSELVES critters!) go off. This then goes pretty wrong once you're dealing with multiple minelayers, unless you make multiple DISTINCT minelayers with different keys to control which ones get endurance back from a mine exploding or expiring, and in turn this results in you having to make multiple kinds of MINES, too, and having to make sure you don't ever have the wrong minelayer deploy the wrong mine.
I feel bad for whoever on the powers team gets THAT project.
I'd like to see Director 11 confused and blown up by his own bomb-ghosts.
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Not only do pets still run into melee, but now they run past the spawn you're attacking into the next unaggro'd spawn and start attacking them. Had this happen more than once in a tip mission about 10mins ago. Oh and this case the unaggro'd spawn happend to be waaaay around the corner of a cave mission, and out of LoS. I saw the Assbot run around the corner whilst I was dealing with 7 or 8 DE, and moved to see where the hell he was going (all the while spamming /goto) and he ran right into the next spawn and opened fire on them.
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And the melee thing... not seeing that either. Sure, sometimes they do close into melee because they have melee attacks. I tell them to heel and they come back to me, I tell them to attack again and they unload with flying death again.
By the time we finished fighting him in the Tin Mage TF I did, there were bombs EVERYWHERE. The floor was covered in them. Including places that Director 11 never even got close to. I was running around trying to set as many off as I could just so there was floor to stand on again.
In my opinion, the fight with Director 11 was worse than Battle Maiden at the end of the Apex TF. I haven't heard a single other person complain about it, so it's likely that something just went wonky in the run that I did... but it was definitely ridiculous beyond reason. |
No, I definitely mentioned it in one of my posts a day or so ago. The whole floor was covered with mines when the team that I was on did it. We couldn't have beaten the AV if we didn't sit/stand by the door where you enter the warehouse from and beat him from range.
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Secondly, it's really easy to immobilize him after you hit him with a power that reduces his protection from it.
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