So, who do we thank for NPC Caltrops change?


Adeon Hawkwood

 

Posted

I'm a bit of a masochist in that I occasionally run some of my melees through high team size Knives of Artemis missions, such as the "Extract Sister Jocasta!" hero tip mission. Normally, I have to be careful to try and position my character ASAP where I want them in the resulting spawns, because once the Caltrops start flying, I don't get to move much. Playing these missions on x8 gets you a *lot* of Caltrops. (I've had 20 stacked on me.) Standing in a lot of Caltrops can add up to noticeable DPS, but the real problem is that you really can't move. That can be dangerous in the fight, but it's mostly just annoying afterward, when you're just trying to move down the hallway.

Imagine my surprise when I played the Sister Jocasta mission today and I wasn't being slowed to a crawl. I wondered for a while if the KoA Caltrops were just plain broken, but a quick visit to the Combat Attributes screen showed that I was, indeed being slowed by Caltrops. But I was only being slowed the same amount no matter how many Caltrops patches there were. I compared on patch to that applied to me by a full x8 mob, and there was only one entry for "Caltrops" and the number was always the same. Apparently, KoA Caltrops doesn't stack any more, even from multiple casters.

Now, here's the kicker. If I'm right about this, it might affect everyone's Caltrops, including that of player characters. On City of Data, KoA are listed as summoning the same Caltrops entity most everyone else does. It's that entity (the "pseudo pet") that applies the slow on targets. CoD is not up to date with the very latest patches, though it was updated pretty recently, so it's impossible to say if something changed about the common Caltrops pseudo pet, or if the KoA now have their own version.

Or maybe something else is going on here.

PS: There's another change. The Caltrops icon is no longer showing up in my status tray. I can no longer tell how many I'm standing in. I can just tell when the floor is so thick with them that it creates interference patterns in the patch image.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

They nerfed Caltrops?

NPC or player this change was unecessary as I rather enjoyed tackling these mobs with the danger of the layered debuff.

I hope its a bug and it will be changed back.


When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...


BEHOLD THE POWER OF CHEESE!

 

Posted

Quote:
Originally Posted by Test_Rat View Post
They nerfed Caltrops?

NPC or player this change was unecessary as I rather enjoyed tackling these mobs with the danger of the layered debuff.

I hope its a bug and it will be changed back.
I'm in the middle on this one.

I think the caltrops should still stack, but only up to a certain amount, like 3 or so, which puts you pretty much at the speed floor unless you have some slow resistance.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by Test_Rat View Post
They nerfed Caltrops?

NPC or player this change was unecessary as I rather enjoyed tackling these mobs with the danger of the layered debuff.

I hope its a bug and it will be changed back.
Danger? I never found this dangerous... I have a few characters that can solo KOA on +4x8 without even breaking a sweat... and simply choose not to because it's so annoying.


@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
Code:
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30))
Single Target Radius = 0. AoE Non-Cone Arc = 360.

 

Posted

Quote:
Originally Posted by Draeth Darkstar View Post
Danger? I never found this dangerous... I have a few characters that can solo KOA on +4x8 without even breaking a sweat... and simply choose not to because it's so annoying.
It can be dangerous for some characters. If you are able to solo them primarily due to +defense, but have no DDR, one proper response to having a cascade defense breakdown begin is to back away, so the debuffs get a chance to expire. Standing in 15 Caltrops patches makes that impractical.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
I'm in the middle on this one.

I think the caltrops should still stack, but only up to a certain amount, like 3 or so, which puts you pretty much at the speed floor unless you have some slow resistance.
I can go either way. I didn't mind the combat threat it could represent (which I mentioned in my previous post), but I did very much mind being stuck in it after a fight is otherwise over. I don't have any characters who would die just from standing in even 15-ish Caltrops patches, so it basically just keeps me from moving on to the next fight. That's just annoying.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
It can be dangerous for some characters. If you are able to solo them primarily due to +defense, but have no DDR, one proper response to having a cascade defense breakdown begin is to back away, so the debuffs get a chance to expire. Standing in 15 Caltrops patches makes that impractical.
It's also VERY frustrating for Masterminds since the pet AI gets wonky around fear patches.


 

Posted

If it's true, and intentional, thank god! This along with Carnie illusionists is at the top of the most freaking annoying aspects of the game. A long overdue change IMHO.


 

Posted

Quote:
Originally Posted by UberGuy View Post
It can be dangerous for some characters. If you are able to solo them primarily due to +defense, but have no DDR, one proper response to having a cascade defense breakdown begin is to back away, so the debuffs get a chance to expire. Standing in 15 Caltrops patches makes that impractical.
Another easy response, assuming you're soft-capped to start with and haven't allowed yourself to take multiple defense debuffs already, is to just pop a Luck to put yourself back over the cap...


@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
Code:
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30))
Single Target Radius = 0. AoE Non-Cone Arc = 360.

 

Posted

Quote:
Originally Posted by Draeth Darkstar View Post
Another easy response, assuming you're soft-capped to start with and haven't allowed yourself to take multiple defense debuffs already, is to just pop a Luck to put yourself back over the cap...
"Assuming you're soft-capped to start with" is simply not a safe assumption.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

I've always hated this mission even on my well over capped /SR scrapper.. And she has plenty of -slow and +move and is as close to capped to DDR as you can get.. I just hate getting reduced to a crawl. It's no threat at all, but still...


 

Posted

I guess I won't be calling them Caltrops of Artemis anymore.
I wouldnt mind if they let caltrops stack, but then they dissappear when the caster dies.


 

Posted

I hated those damned Caltrops. Thank you for whoever fixed this.


 

Posted

Quote:
Originally Posted by Mr_Kingkillaha View Post
I wouldnt mind if they let caltrops stack, but then they dissappear when the caster dies.
^This! Many time ^this!


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

I noticed this too, though I had just put it down to taking a level in awesome. I hope it's intentional, because it makes them a lot less obnoxious.


 

Posted

Quote:
Originally Posted by Mr_Kingkillaha View Post
I guess I won't be calling them Caltrops of Artemis anymore.
I wouldnt mind if they let caltrops stack, but then they dissappear when the caster dies.
There are a lot of things I wished worked like this. Especially when it's how it works for players. The Phantasm summoned by Master Illusionists comes to mind immediately. I hate when that thing locks a hostage down. (Caltrops do that too.)


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Count me in the "they should expire when their caster does"


 

Posted

Quote:
Originally Posted by Mr_Kingkillaha View Post
I guess I won't be calling them Caltrops of Artemis anymore.
I wouldnt mind if they let caltrops stack, but then they dissappear when the caster dies.
Same with any other pseudo pets, its super annoying always having to wait around for the earthquake to despawn in posi tf to rescue the dudes in AP, or waiting for the decoy phantasm to disappear after you rescue someone from a carnie MI, or caltrops to despawn after you rescue someone from the KoA, etc.


 

Posted

Add my voice to the general consensus. If all my pets and pseudo pets disappear or at least have their effects suppressed when I die or even get mezzed, the caltrops and other similar effects should disappear when their caster dies. Having them do otherwise isn't fun, and it isn't a challenge really to have them linger, it's just a pain in the backside and a needless annoyance.


 

Posted

but at least surviving death is what ghosts do best


The final line of a post by Sweet_Sarah on Liberty
"Together we entered a city of strangers, we made it a city of friends, and we leave it a City of Heroes."

 

Posted

I just hover'd over them with either Hover or a Jetpack. No big deal really, but I guess I'm glad for the change~


 

Posted

Quote:
Originally Posted by Zombie Man View Post
Yes, pseudopets should die when the caster dies. It does for some, but not all. The list includes:

  • Caltrops
  • Earthquake
  • Phantasm
  • Turret

And to be fair, player powers cheat with this, too. The Necro MM's ghost survives their death, too. And that shouldn't happen.
First, I have to LOL at the other comments about the ghost. Well played you guys...

But yeah, if some players get toys that survive their death, that should probably be fixed. I could live if they didn't, as I'm not all that jealous, but in the interest of fairness I'd really like my pets not to suppress while stunned/held/slept, etc. I really can't see why some pseudo pets do, and some don't, from a mechanics POV, from a balance POV, or from a realism POV.


 

Posted

Quote:
Originally Posted by Zombie Man View Post
Yes, pseudopets should die when the caster dies. It does for some, but not all. The list includes:

  • Caltrops
  • Earthquake
  • Phantasm
  • Turret

And to be fair, player powers cheat with this, too. The Necro MM's ghost survives their death, too. And that shouldn't happen.
I'm not certain, but I believe the reason these psuedopets do not despawn is because the NPC themselves is not actually summoning them. If I remember properly, programming an AI to use targetted AoEs like Caltrops or Earthquake or Rain of Fire is rather complicated. so as a work around the devs gave those NPCs unique versions of the powers that make the player summon the psuedopet at there location.

If I'm right then the thing that needs to die to make them despawn is not the NPC, but you yourself.


 

Posted

Quote:
Originally Posted by Maximal View Post
I'm not certain, but I believe the reason these psuedopets do not despawn is because the NPC themselves is not actually summoning them. If I remember properly, programming an AI to use targetted AoEs like Caltrops or Earthquake or Rain of Fire is rather complicated. so as a work around the devs gave those NPCs unique versions of the powers that make the player summon the psuedopet at there location.

If I'm right then the thing that needs to die to make them despawn is not the NPC, but you yourself.
My Tar Patch dies with my character's 'defeat.'

All of an Illusionist's pets die with her, except the Phantasm.

A Malta Turret survives, but a Sky Raider's field generator doesn't.

I'm guessing this is just sloppy coding/flagging.


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