View Full Version : Singularity Talismans not working
Stormseye
06-19-2019, 07:03 AM
Tested these multiple times against Prisoner and Killer builds as well as Gambler builds.
They do not function except that they prevent the “disable passive” icon over characters. The passive disable is still in place.
Oh sure.. now you tell me when I'm 200 frags away from them.... :)
trooper206
06-19-2019, 09:03 AM
Oh, come on!! I hope all this waste of ironite and time, will not go in vain.
Hey, Stormseye, did you happen to report that to the support team, through a ticket? They certainly need to look into it the soonest possible, and fix it. Thanks for reporting it to us though, because I had high expectations for this set...
URock
06-19-2019, 10:19 AM
Haha...nobody really knows how "disable passive" vs. "disable passive" works.
Same as Prisoner vs. Prisoner.
It's all RNG...
Natasmai
06-19-2019, 03:20 PM
Haha...nobody really knows how "disable passive" vs. "disable passive" works.
Same as Prisoner vs. Prisoner.
It's all RNG...
This isnt a passive disable vs passive disable situation though.
It is a talisman set that prevents passive disable and perfect passive disable from ever happening to all allies. It should be absolute.
Is it maybe a situation where the talisman wearer doesnt get the protection but the rest of the team does? Ive already purchased mine with frags but I havent tried it out yet.
EDIT: Ok I just tried it out in a "test defense" battle. toon with Singularity and a ferryman on one team and a prisoner on the other. One attack wiped the whole singularity team including the "immune to damage" ferryman. No passive disable icons where visible but he took damage.
What's that.. bugs surrounding The Prisoner.. gee.. that's new :)
thealchemist
06-20-2019, 04:12 AM
Perhaps the bug is related to the Prisoner exclusively though? Its passive seems to override talismans and all when the defense goes first....
What about viper talismans or say W. Derby Demon/Beast Eddie/S. Desert Guardian? If its the talismans they probably will be fixed in the next update so in all likelihood still a must have, at least for Gauntlet.
scott-5496
06-20-2019, 09:48 AM
Not been on here in a day - so they are selling something that does not work they way it is advertised to work - is that what you guys have found?
Patrice-1201
06-20-2019, 10:26 AM
I confirm that they do not work :-(
SinGularity-8786
06-20-2019, 10:49 AM
You really did expect something around "disable passive" to work correctly?
Blade
06-20-2019, 11:43 AM
Not been on here in a day - so they are selling something that does not work they way it is advertised to work - is that what you guys have found?
Seems like the new game breaking talisman set is not that game breaking, as it only disables the passive disable ICON, not the effect :D
scott-5496
06-20-2019, 11:56 AM
Why do they never test stuff?? Why tdo the sell stuff that is not as advertised - surely this is an issue that needs resolved for all the folk who did buy them or indeed spend money on ironite to get them, or indeed use ironite from their stash to get them...all the sam ein the end is it not? Come on Devs we need to hear from you on this one.
Blade
06-20-2019, 12:32 PM
Testing costs money instead of generating it! Maybe the tester needs to design the next 10 dungeons, keys, chars and talismans for july instead of testing stuff and solving bugs?
They release to much crazy stuff and still do it without solving older problems and bugs first. The whole passive disable thing is broken for years I'd say! It became very apparent with the Prisoner/KP combo glitch. It was even more apparent now with Charlotte's passive in combination with Vipers and/or Prisoner. Taken this into account it is really not surprising that this new (sic!) tali set does not work as intended. Good thing: every player can get a free set to see that they don't work, lol
I am saying for years now that e.g. counter attacks and shields don't interact as they should. And did something happen? Yes, millions of chars and billions of talis were introduced each putting another problem on top of the existing ones. And even the purple Bat was introduced bringing counter back "to life" (a bit), but still no need to solve connected bugs? Embarrassing! The root of many problems is buried so deep in the code now and the interaction with other stuff is so large that it seems to be almost impossible to disentangle the mess, especially if the frequency of releasing stuff is not reduced.
I try to accept it, the complete stop of spending money helps a lot against parts of the frustration. It seems to me that the team is by far too small to get things done and (unfortunately) they (or some sort of management) decided that the game should take this direction with endless grinds, infinite amount of new stuff, events, keys etc. to keep people busy chasing to get these things and that the new stuff just overlays old problems somehow. This development is really sad and the privilege to use the name of Iron Maiden becomes smaller and smaller. Imagine the band would do a similar amount of "bugs" during their concerts...unimaginable!
But never forget: it's a freemium thing with all (bad) consequences we see every day.
Olevipoeg
06-20-2019, 01:32 PM
You really did expect something around "disable passive" to work correctly?
It's more like something "around Prisoner" :) I bet all prisoner action algorithms are old, ugly and so ancient, nobody really want to change it.
thealchemist
06-20-2019, 01:48 PM
I think the devs dont even know why the prisoner passive is bugged. I think they need to just start over and find a way to remove current prisoner code and replace him with one where the passive works. how you do that I don't know because of rosters etc but otherwise I feel the bugged prisoner is here to stay.
scott-5496
06-20-2019, 01:48 PM
It's more like something "around Prisoner" :) I bet all prisoner action algorithms are old, ugly and so ancient, nobody really want to change it.
If they cannot fix Prisoner for whatever reason then I am sure they can create a brand new one and set up a trade system of old for new. Make sense and must be possible to do I would guess?
Natasmai
06-20-2019, 03:29 PM
I told them that this talisman doesnt work. then I asked if they are hiring for their QA/beta department. I dont know the first thing about writing code and fixing it, but clearly neither do they. I'd love to get paid for nothing lol
Stormseye
06-20-2019, 04:05 PM
I have been testing this still and it seems that if the opposing team with Prisoner/Killer wins the toss the talismans do not work. if you win the toss and can cleanse (as per Alchemist) then the talismans seem to prevent any further Disable Passives from occurring. Of course the first round is the most important since you usually win or lose based on the toss. So it all goes back to the Prisoner (and now Killer) and his insanely broken passive which overrides all other coding regarding to his ability. I usually don't submit tickets as this is the official forums and is well read by the dev team. Though the set is broken in terms of first turn determinations, I still have some success using it, if I win the toss. Gambler Eddies will surely be brought down a notch if they fix this set to truly block Passive Disable on the first round against Prisoner/Killer teams. In fact, facing non Prisoner/Killer teams have proved the set works as intended.
Though this report is about the new talisman set, I have also noticed that Virus Eddie's passive which inflicts Passive Disable when he is damaged also works strange. Currently fighting a Charlotte/Gambler/Raven Witch/Musashi team and when the Witch attacked and hit all my allies all enemies except Charlotte showed the Disable Passive icon. I then used Alchemist Last Rites and inflicted Doom on Musashi. Though Musashi had passive disable and could to be inflicted with silver effects, Charlotte did not have the icon and her passive also prevents Silver effects on a team within the first 2 turns. This on my first turn after losing the toss.
Stormseye
06-20-2019, 05:19 PM
Well tested some more against Gambler/Prisner/Musashi/Killer Prime and it seems even when cleansed by Alchemist, the passive disable is still there and bypassed. Tested three times all the same results.
rags-6094
06-20-2019, 07:13 PM
The way it reads to me Singularity Talisman reduce damage by 35% and grant immunity from PD and PPD to allies only not the wearer.
The wearer gets to steal all beneficial effects including golden effects from one random enemy every turn.
As for Prisoner his passive reads inflicts PD on all enemy’s on the first turn and 50% chance every turn after that.
I have always struggled with understanding why PD on Prisoner seems to win over other characters, I guess it makes sense that all other passives simply don’t have effect if they have been disabled, it has to start somewhere, as for the set not working, I’ll just have to go by what your saying Stormseye I haven’t got a full set yet.
It makes sense why they have released them, it’s just crazy in the arena atm with Vipers and so many characters with PD skills, if you don’t have Gambler like me you are definitely at a disadvantage. Let me ask another question though: who are you going to take out of your team or what Talisman is getting the flick for Singularitys to be in your team?
At the end of the day we all have the same disadvantages and advantages to deal with, sometimes your behind sometimes your laying waste to everything in your path. I’m still having fun overall...
Muzzleloader
06-20-2019, 08:08 PM
This is the real muzzleloader. I remember several months ago I suggested such a talisman to disable passives, the comments were we had enough toons that currently could disable passive, no need for such a set as these.
My other suggestion was to have a talisman that could disable another talismans ability, either passively or active attacks to trigger the ability.
Since the power creep just keeps chugging along,, I see the need for the special dungeons to try and force older or weaker toons to be leveled and used. They should also restrict no 5 or 6 set talisman used in the special dungeons. That would make it a little more challenging.
The Prisoner is sacred... how many times has that single character been the cause of countless bugs..... Too much time in prison and you lose your mind... so maybe he's breaking things as expected. After all he is a criminal and not to be trusted. :)
Let me ask another question though: who are you going to take out of your team or what Talisman is getting the flick for Singularitys to be in your team?
There's the rub.. I have the set. but I'm not replacing Alchemy or Destiny sets for this set (and that's IF they worked).... so... yeah.. they go on some other toon capable of 6 magus talismans... some other toon I probably almost never use. SOL Ed maybe.. but Oracles work well on him... Field Marshall or Corrupt General Maybe.... M Valyrie... M Hellboy... None of which are really upper PvP strong. If the set cleansed PD/PPD and inflicted SOMETHING (like inflicted PD/PPD on emeries like a boomerang) along with the blocking.. then they'd be more useful. But the reality is It's RARELY actual PD/PPD that causes the loss of a match for me.
Stormseye
06-20-2019, 09:43 PM
Let me ask another question though: who are you going to take out of your team or what Talisman is getting the flick for Singularitys to be in your team?
..
Brother Rags - that was a tough call but I decided to put them on Madam and sacrifice Alchemy set. That being said I needed a cleanser so back the trusted Alchemist to set things right. I still needed a blocker because why have a protection from DP/PDP if you don’t have a blocker. That ment Ferryman was out as well.
Current team I have had the most success with after testing
Virus Eddie -Dominance/Serenity (this may change but it works ok) or
Gambler - Radiant/Warlord
Alchemist - Angel/Immortality
Set - Labyrinth/Cosmic
Madam - Singularity
I ran into my first opponents with Singularity as well. They had them on Madam and another team had them on Aset. I could not inflict passive disable on either team with Virus Eddie passive nor with Gambler’s Wild Card ability.
Also the wording for the set specifically says “Grants immunity to Disable Passive and Perfect Disable for all allies” so it is supposed to protect the wearer.
Yup- actually passive disable is the main reason I lose battles. It stops Ferryman cold, wrecks Alexander’s protection, and bypasses all blockers.
Alexander is immune to PD after the first turn. It can only be inflicted on Alexander (by the Prisoner) at the start of the battle after that.. it's a "negative effect" and he's immune to it. Seems to me Immunity talismans on Alex Ed is abetter configuration than the Singularity talismans on some other toon.
And I don't use Ferryman.. but yeah.. PD is really the ONLy way to defeat him effectively. (well, that and Fear buffs)
rags-6094
06-21-2019, 04:20 AM
“All allies” are just that allies so I still suspect it may not protect the wearer but I don’t want to argue about it, it will sort itself out with time and experimenting.
I am so glad I saved up my frontier coins for Ferryman, your right about the Defensive team with him, but I like having him in my Attacking side. I still cannot possibly compete with most of the top 100, 90% use gambler, Charlotte, Prisoner, KP or Madam.
But that’s the game I’m not complaining terribly just having a hard time without key characters...
Mizrael
06-21-2019, 10:45 AM
“All allies” are just that allies so I still suspect it may not protect the wearer but I don’t want to argue about it, it will sort itself out with time and experimenting.
I am so glad I saved up my frontier coins for Ferryman, your right about the Defensive team with him, but I like having him in my Attacking side. I still cannot possibly compete with most of the top 100, 90% use gambler, Charlotte, Prisoner, KP or Madam.
But that’s the game I’m not complaining terribly just having a hard time without key characters...
“to all allies” includes the wearer as well...unless bugged. i can assure you of that. no time or experimenting needed.
Natasmai
06-21-2019, 12:59 PM
“All allies” are just that allies so I still suspect it may not protect the wearer but I don’t want to argue about it, it will sort itself out with time and experimenting.
I am so glad I saved up my frontier coins for Ferryman, your right about the Defensive team with him, but I like having him in my Attacking side. I still cannot possibly compete with most of the top 100, 90% use gambler, Charlotte, Prisoner, KP or Madam.
But that’s the game I’m not complaining terribly just having a hard time without key characters...
I forget what it is, but there is a specific wording they use when the effect DOES NOT apply to the wearer (or in the case of a passive, the owner of the passive).. as others have said, "to all allies" definitely includes the wearer (when not bugged)
Also, regarding Alex and passive disable. That is definitely a bug as well. His passive even states that it can be overwritten by passive disable, so even though PD is a negative effect, it isn't supposed to apply to PD. I remember having a miserable time killing Alex with Dominance talisman because I first had to apply a PD and then a heal Block and I couldn't ever get the PD to stick. It does eventually happen though at some extremely small % chance.
Stormseye
06-21-2019, 01:22 PM
It does eventually happen though at some extremely small % chance.
It only happens at the start of the battle with Prisoner/The Killer present only. Of course even if it cleansed it still has a latent effect for a round or two. The more I test the more it seems the talismans do not protect against the first round as Prisoner Passive still overrides all other effects including the Singularity set. I also tested using Warrior Derby Demon and she was unable to inflict PD on any of the team protected by Singularity.
Blade
06-21-2019, 02:02 PM
I forget what it is, but there is a specific wording they use when the effect DOES NOT apply to the wearer (or in the case of a passive, the owner of the passive).. as others have said, "to all allies" definitely includes the wearer (when not bugged)
Also, regarding Alex and passive disable. That is definitely a bug as well. His passive even states that it can be overwritten by passive disable, so even though PD is a negative effect, it isn't supposed to apply to PD. I remember having a miserable time killing Alex with Dominance talisman because I first had to apply a PD and then a heal Block and I couldn't ever get the PD to stick. It does eventually happen though at some extremely small % chance.
Example for wording from assassin Banshee (although I am sure it was written differently in the past):
"Grant your allies a 35% chance to avoid damage when they are attacked."
About Alex: I have never seen him getting debuffs in PVP, also not PD/PPD, but I am talking about non-Prisoner PD, as I just don't use this bugged char in PVP (and I don't use Alex either). Only in Dungeons where special rules seem to be applied my Alex got debuffs applied and also enemy Alex, as he was not seen as a Boss there (2 or 3 dungeons ago I think).
I think the new set would not be necessary, if Prisoner and Charlotte's passive would work as intended. Same holds true for all the other bugged Talisman sets.
Stormseye
06-21-2019, 05:54 PM
And just like that, the reign of Prisoner Terror was over....
https://forum.ironmaidenlegacy.com/showthread.php?11942-Hot-Fix-June-21-2019
Olevipoeg
06-21-2019, 07:01 PM
Tested against Prisoner. Works now. Even when you lose coin toss. Prisoner terror will be replaced by Ferryman Terror. :)
Stormseye
06-21-2019, 07:40 PM
Problem with Ferryman is that you need a blocker and someone to wear Singularity. That does not leave room for a cleanser. I will have to look at Eddies to find a work around for Ferryman. Regardless I have beaten 20 of the top players running Prisoner/Killer builds. Not a single issue. Very appreciated that they have finally “fixed” an ability that has long since overdue.
Bakura
06-22-2019, 03:34 PM
I don't like this at all. Maybe I'm missing something. It was originally advertised to disable all passive disable. Now they say it's after the first turn.
Also, immunity makes it worse.
Gambler will change immunity into a negative buff. Also, KP removes immunity and prisoner can still disable once immunity is removed. It all depends on what order the AI removes & applies negs & positives.
This talisman seemed like a fix at first, then it's released broken, now its changed to be detrimental.
I've used immunity on toons against Gambler/KP/Prisoner trios, it was a mistake I won't make again.
Bakura
06-22-2019, 04:04 PM
That being said I needed a cleanser so back the trusted
Alchemist to set things right.
actually passive disable is the main reason I lose battles.
Yeah, I agree.
I've been using Alchemist in my attack team since Gambler was introduced, but some serious bugs regarding him and cleansing have lost me quite a few battles.
Just this morning I lost several arena battles because when it looks like Gambler's or Prisoner's PD is removed, it was actually still there, thus causing Charlotte's passive to never block silver buffs the entire battle. Also, a huge pain in the arse is using Set's trap. Alot of times after it's applied, no matter what ally goes first, Trap suddenly disappears, causing a looooooong battle to kill Charlotte.
I have come to believe it's Alchemist's cleansing that causes the error. The Trap works if I don't use Alchemists basic attack first. Which sucks because you should remove perfect corruption on allies before adding Trap, but cannot, due to the bug.
It's getting old and hard to want to even compete in the Arena, when such critical bugs ruin effective gameplay.
Attack team:
Gambler
Charlotte
Alchemist
Set
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