View Full Version : Shield passive ability removed effects entirely; persists after caster dies
I've noticed this since the update that gave Death Dog the siege passive. Both the blue Angel and the Death Dog now remove all effects, regardless of time left.
My understanding is that each turn, the ability should cut one turn from the duration of positive effects, I.e. one turn effects disappear but two turn effects stay on for another turn. If multiple Siege casters present, then two turns get cut etc. This is how it used to work before and it was fair. Now the ability is overpowered (IMHO) and in any case it doesn't match its description. Death Dog and blue Angel are very common in later stages, so this is impactful.
Also, the ability should go away once I kill the caster, and right now it stays on for the entire battle. All passives go away after death and this one used to go away too. This is another bug, I think.
Aristo4
12-02-2016, 11:52 PM
Didn't pay so much attention on my Death Dog, but now that you mentioned it, i gotta look again.
Reeb99
12-02-2016, 11:59 PM
I reported that passive as being bugged shortly after the last event patch, and Sparton said he'd pass the info along. It's definitely bugged though. 3-4 rounds of buffs get removed as soon as the enemy gets a turn, no matter how many of them there aree with the siege passive or if they are dead or not. You notice it a lot when running alliance General and soldier Eddie on various fights in underworld vs that passive.
CanyptianFit
12-03-2016, 12:05 AM
Agree with this. Clearly seems like a bug. Especially when your shields are gone before the other side gets their first attack. Gunner COTD shield which should last 3 rounds is gone after your first hit, and before their hit.
Aristo4
12-03-2016, 01:21 AM
I went to Shadows of the Valley/ underworld you guys are right, Death dog and blue bat reduce effects that are meant to work 3 turns, completely.
But i went eye to eye to them with my own Death Dog, and teached them a lesson :cool:
Sorry all - for some reason I said Shield everywhere when I really meant Siege of course. Edited thread title and starter post, hopefully the developers notice without being utterly confused :)
And thanks for the confirmation!
This is fixed in the Dec 12 update. I declare open the hunting season for Angels of Pain and Death Dogs. They've had it easy for too long.
Reeb99
12-13-2016, 11:07 AM
It is most definitely not fixed. It's still removing more buffs than it should be, and removing them before the AoP / Death Dog even get their turns. It's not supposed to work like that.
Reeb99: it seems alright to me. What excessive removal are you seeing?
The early removal is probably intended, I believe they mentioned it when they added Siege to Death Dog (can't find the thread right now). It's only minimally impactful. The important thing is you don't lose a duration 3 effect all at once.
Reeb99
12-13-2016, 07:28 PM
It's removing the passives buffs of both Alliance General and Wicker Man (warrior, same passive) as soon as you enter that wave EXCEPT on the Eddie when playing Circle of Fire madness. It never used to work that way. Before the bug popped up, only 2 rounds worth of buffs were removed AND only when it was the opponent's turn (in this case the two blue angels in round 2 and 3.) In addition, it is removing all 3 rounds of soldier Eddie's buffs from War Torn, and 3 out of four rounds' of Alliance General's buff upon the enemy turn instead of 2, then after the first enemy goes it removes the last of the life steal buff, but leaves the other parts of the buff remaining until my (the player's) turn.
This is exactly what I was seeing before the patch, which means they didn't fix anything about this bug from my viewpoint.
Reeb: I've played that stage just now and my results are as follows:
1) Two Angels of Fear stripped all 2 rounds from Troll's buff, and 2 out of 3 rounds from Pharaoh Eddie's Defense buff when it was their turn. This is exactly as expected -- each Angel does its own stripping cumulatively. I never saw a 3-turn effect stripped off entirely.
2) One Angel of Fear stripped 1 round from either, once the other was dead (i.e. dead Angel no longer counted). This is as expected.
3) Two Angels of Fear stripped the Troll's passive 1-round buff immediately at the start of the battle, without waiting for their turn. This is inconsequential for the Troll (defensive), but important for passive attack/magic buffs. As I mentioned, though, I think this may have been intended by devs.
4) Except, for some reason, the passive remained on for Eddie until the Angels' turn.
#1 and #2 is how Siege worked for a long time before it became buggy sometime in November. The bug is what made Angels / Death Dogs very painful to deal with and to me the fix for *that* is the biggest deal.
There is definitely a bug hiding in either #3 or #4 . Either early passive stripping is intended (and it should apply to Eddie as well), or it's not intended and allies should keep their buffs. But as far as I'm concerned, particularly if it's the former, Siege is mostly fixed.
Maybe you can re-test and report exactly what you saw with the 3-turn effect removed altogether. Was it in a single turn of the Angels?
Reeb99
12-14-2016, 04:21 AM
Like I said, it was exactly as before the patch for me, as in zero fix. And that was after a clean install, meaning uninstalled the app and reinstalled fresh from the play store. Maybe I didn't get the same data files you did? Good freaking god this game has issues.
Edit: Well today it's working differently. Closer to being fixed, but still not right. It's removing the 1 turns of buffs per siege passive on the enemy turn like it's supposed to. In addition it's reducing 1 turn of buffs (some but not all) on the players furn. So still not right.
Why does this game all of the sudden have massive bug issues once sparton came on to the scene? Did the process change?
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