A small /Traps request for i24 and it's bevy of power alterations
@MARTy McFly
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
Interesting thread, and I have a /Traps MM, /Traps Cor and Storm Defender who run the summer blockbuster repeatedly.
Reading the above, I wonder if the running happens at some sort of debuff threshold because I've only witnessed the running phenomenon when there's been a dark or rad on the team in addition to my debuffs.
In fact - it's when I've thought to myself that we should breeze the events because of having so much debuff that the running often starts.
I am sure though that I've run these events on all the toons mentioned above and had occasions where there has been no running. Maybe the debuff values on a Defender are so high they break the threshold straight away?
Either way - Sylvia's ceiling shinanegins are very annoying.
-H
Sure it wasn't Caltrops?
If Acid Mortar is causing the AI to freak out like this, that sounds like a bug in the AI. Acid Mortar does not inflict afraid or avoid status. The DoT from each acid blast taking 20 seconds to deal all its ticks could be the trigger, 20 seconds is a very long time and may be causing unintended AI weirdness.
The long DoT could be a factor. I should re-iterate that I've observed this unique to acid mortar behavior for years now, and I've played just about every debuff powerset there is. The degree to which Acid Mortar can trigger enemy AI running insanity is beyond anything I've seen from Rad, Dark, Kin or anything else.
Since I happen to be on vacation this week I will take some time to document and make videos of exactly what is happening. I'll use multiple debuffing characters, an AE mission with standard mobs (any enemy group suggestions?) and run each test multiple times.
The plan will be this: I go into the mish, pop 3 purples and some oranges, lay out my debuffs, and then wait and see. I'll record each session and throw em together in 1 video and compare reactions.
The long DoT could be a factor. I should re-iterate that I've observed this unique to acid mortar behavior for years now, and I've played just about every debuff powerset there is. The degree to which Acid Mortar can trigger enemy AI running insanity is beyond anything I've seen from Rad, Dark, Kin or anything else.
Since I happen to be on vacation this week I will take some time to document and make videos of exactly what is happening. I'll use multiple debuffing characters, an AE mission with standard mobs (any enemy group suggestions?) and run each test multiple times. The plan will be this: I go into the mish, pop 3 purples and some oranges, lay out my debuffs, and then wait and see. I'll record each session and throw em together in 1 video and compare reactions. |
If the Mops cannot effectively retaliate, they will run.
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!
I play support sets more than any other type, and defenders most of time I'm playing support types. I almost don't bother with Acid mortar any more as it produces this behavior a lot more often than any other set. The only debuff set I've not played extensively is Poison.
Yes, there probably is a threshold where any debuffs will produce this, but Acid Mortar does it to extremes that the other sets don't. At least on a defender. I can't comment as to how much it happens on other ATs.
It should be looked at to at least verify that it is in line with other, similar powers.
OK folks. As promised, I have provided a comparison video documenting this behavoir and comparing against one of/the best debuffer in the game, Rad Emission.
Read the video description for the full explanation, Skip to the end if you just want to see the results. As of this posting, the video has just been uploaded. You have to wait a bit for the full resolution versions to be processed by youtube. Right now it goes as high as 360p, but a 1080 version should eventually become available.
http://www.youtube.com/watch?v=IYm5m...ature=youtu.be
"This video contains content from UMG, who has blocked it in your country on copyright grounds.
Sorry about that."
Ayla Dunkelbann
Monstrum
Exterminsel MK VI
Hmm that sucks about the copyright issue blocking it in your country. Anyone else having problems with it?
No issues with viewing the video for me.
That said, I have a couple of questions, and a few comments.
Questions:
1) What are the ATs tested with? Both Defs I assume?
2) What is the back-piece you've got on?
Comments:
1) This is exactly mirrors my experience as well. In my case, defenders, for both primaries.
2) Love the wave ya gave to the fleeing freaks at on point!
3) It seems to me, that not only do AVs also flee, bosses flee more than Lts and minions, and AVs more than bosses, but that may be that the weaker enemies are often dead before having a chance to flee. That said, I can confirm I've see this behavior from Bosses and AVs, too. Both the lack of fleeing from Rad, and the booking away from Acid Mortar.
4) I look forward to your next video documentation.
No issues with viewing the video for me.
That said, I have a couple of questions, and a few comments. Questions: 1) What are the ATs tested with? Both Defs I assume? 2) What is the back-piece you've got on? |
2. Mecha wings
1. Rad was a controller trapper was a defender
2. Mecha wings |
That being said, though, from my experience, you'll have exactly the same results. My IOed to the gills rad def doesn't see running, bus sees exactly what your video shows. They charge the source of the debuffs almost 100% of the time.
Thanks on the wings, too. They look pretty neat. Might have to pick those up with my next token.
The mecha set is very much worth the tokens. One of the best sets they put out so far.
I just tested it with time.
I buffed the team to the gills, and I debuffed the av into the floor, it took off like a bat out of hell. It's not just traps dood. |
That's nice you did all that to make them flee. All I have to do is drop Acid Mortar, (that's it, nothing else, no other powers no attacking) and purples will flee like their pants are on fire.
I can understand when the debuffs are stacked to the roof. What I don't get is when they take off from one debuff and a pith of a DoT. Makes Traps really really unfun.
I'm not trying to invalidate the experiences of others, but I just haven't had this problem with Acid Mortar. Usually the first thing that happens is mobs,even Bosses and AVs, run over and try to smash the mortar. Since I usually have it in the middle of caltrops they then try to get out of the caltrops. But they don't start doing acrobatics or flee indefinitely. They never seem more agitated then they do with any other debuff on them.
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom