So, who do we thank for NPC Caltrops change?


Adeon Hawkwood

 

Posted

YAY. I've never found the caltrops spam dangerous, just god aweful annoying.


Quote:
Originally Posted by Zombie Man View Post
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.
Nitpick, Skyraider FF Gens stay until you destroy them. They don't give a hang if you grind the Engineer that summoned them into mulch for your garden.


@Oathbound & @Oathbound Too

 

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Quote:
Originally Posted by Oathbound View Post
Nitpick, Skyraider FF Gens stay until you destroy them. They don't give a hang if you grind the Engineer that summoned them into mulch for your garden.
Fine, then. Replace that example with the IDF's orbs. I know they splode when you kill their summoner.


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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 hope your joking right? Seriously caltrops were never ever a threat just a huge annoyance. I pretty much skip all knives content because if it. I really hate being slowed to a crawl. Furthermore its really annoying on those hostage missions there the hostage will not move until the psuedo pet caltrops despawn despite all the the knives being dead. Samething happens with the decoy phantasm in carnies missions. If anything I see that the npcs hostage usually die in caltrops while waiting them to despawn before they even get a chance to move. That in itself is reason enough they dont need to stack anymore.


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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.
Sounds like you got straight out played by the AI. His defence is debuffed and he's trying to run! Caltrops!


 

Posted

You didn't happen to be using a set that has Slow Resistance did you?



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.

 

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Quote:
Originally Posted by _Pine_ View Post
You didn't happen to be using a set that has Slow Resistance did you?
I was on a DB/Regen. The character has a Winter's Gift slow resist slotted, but believe me, that's never stopped me from hitting the move speed floor soloing at x8. The difference was immediately noticeable.

Edit: Besides, as I mentioned in my post, I compared the effect of a single patch (summoned by a solitary KoA) to the effect of many patches (those summoned by a full x8 spawn), and saw the same speed debuff number in my Combat Attributes display.


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

 

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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.
This can't be correct for some of the examples, at least. The Phantasm summoned by MIs stays even if the MI is defeated, and the Decoy Phantasm stays even if the summoning Phantasm is destroyed. The aforementioned FF Generator also is definitely not summoned at the player.

Also, follow the link I pasted in my OP, above. It shows the KoA summoning the Caltrops directly. They are not giving the player a power that summons it. (This would be somewhat obvious in the game - no matter the level of the foes, the thing summoned would be the level of the affected player, meaning low-level critters like Tsoo could cause the summoning of level 50 Caltrops.)


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 tried to skip by Knives missions as well... not dangerous, just really annoying.
I didn't like the fact that the biggest challenge the Knives were presenting me could be easily avoided if my character had just stopped off and bought a broom on my way to the mission.


 

Posted

Quote:
Originally Posted by Warkupo View Post
I just hover'd over them with either Hover or a Jetpack.
The thing that annoyed me most with Caltrops was how high you had to hover for them not to effect you.

I'm 18 feet off the ground, I shouldn't be taking damage from caltrops!


Phew! Glad to get that off my chest


This is a song about a super hero named Tony. Its called Tony's theme.
Jagged Reged: 23/01/04

 

Posted

Quote:
Originally Posted by Jagged View Post
The thing that annoyed me most with Caltrops was how high you had to hover for them not to effect you.

I'm 18 feet off the ground, I shouldn't be taking damage from caltrops!


Phew! Glad to get that off my chest
You can thank lolPVP for this. Caltrops used to only affect people on the ground... until Issue 12.


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Posted

Quote:
Originally Posted by UberGuy View Post
Also, follow the link I pasted in my OP, above. It shows the KoA summoning the Caltrops directly. They are not giving the player a power that summons it. (This would be somewhat obvious in the game - no matter the level of the foes, the thing summoned would be the level of the affected player, meaning low-level critters like Tsoo could cause the summoning of level 50 Caltrops.)
True, but I think I do recall something from a dev long ago about critter AI not being able to use ground targeted patches effectively, so I believe what they have is special versions that target a foe (i.e. us) rather than a spot on the ground. Thus you will only ever see things like quicksand, freezing rain and caltrops pop up centered on something they can target. I haven't specifically tested this, though.


 

Posted

Quote:
Originally Posted by Zombie Man View Post
All of an Illusionist's pets die with her, except the Phantasm.
*and Dark Servant until it times out, which is thankfully on a shorter timer than the defender/MM/Corruptor version.

Apologies for pedantry, but I enjoy pummeling carnies and I've become possibly far too familiar with their quirks...


Warning:

The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.

 

Posted

Quote:
Originally Posted by Jagged View Post
The thing that annoyed me most with Caltrops was how high you had to hover for them not to effect you.

I'm 18 feet off the ground, I shouldn't be taking damage from caltrops!


Phew! Glad to get that off my chest
Heh, yeah it was kind of ridiculous. My general rule of thumb is to keep my feet over the ladies' heads and then I was usually maybe safe.


 

Posted

Quote:
Originally Posted by Zombie Man View Post
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.
It depends on how the "pet" is summoned. Some pets, are summoned by the NPC itself. Illusionist's, Turrets, etc. Others are summoned by targeting specific enemies. (Thank you Scientist for catching that error on my part.)

In the event of the first then it dies on NPC death, in the event of the second it dies on target death.

Again, I am not 100% on this and welcome anyone with more knowledge on the actual mechanics to correct me.