
Originally Posted by
Nine
I noticed an issue that is so big I am really suprised nobody noticed or at least mentioned it before - at least I didn't read about it anywhere.
In short: Buffs granted by Passives are ticking down too quickly if the player loses the coin toss and goes second.
In more detail: I'll put down the first two rounds of a given fight. Imagine the Passive is Accuracy, it lasts for two rounds, so in theory for the complete time shown now (issue is the same with buffs lasting for one round, but I think it is more clear this way).
Szenario A: Player wins the Coin toss
A.1 The Player uses the passive:
When the game starts the buff shows 2 rounds. I (=the player) attack and profit from the buff, the opponent attacks, the buff ticks down, the buff shows 1. I attack again profit from the buff, the buff ticks down, the opponent attacks, the buff expires, done.
A.2 The AI uses the passive:
When the game starts the buff shows 2 rounds. I attack, the enemy attacks and profits from the buff, the buff ticks down, the buff shows 1. I attack, the enemy attacks again profititing from the buff, the buff ticks down, the buff expires, done.
All right, so far so good.
Szenario B: The AI wins the coin toss.
B.1 The player uses the passive.
When the game starts the buff shows 2 rounds. The opponent attacks, the buff ticks down, the buff shows 1. I attack and profit from the buff, the opponent attacks, the buff ticks down and expires. I attack again.
B.2 The AI uses the passive.
When the game starts the buff shows 2 rounds. The opponent attacks and profits from the buff, the buff ticks down, the buff shows 1. I attack, the opponent attacks and profits from the buff, the buff ticks down and expires. I attack again.
So in all cases except B.1 the passive-user gets two attacks supported by the buff, which is inconsistant. The issue affects both offensive buffs and defensive ones. With a defensive one, the problem would be B.2, where it it helps the AI defending only one turn instead of two.
Actually it is even more more problematic with defensive Buffs since as a Player you miss those an own and an enemy turn more compared to a won coin toss. Which is worse since you can take damage and get CC'd even during you own turn.
One could argue that with the coin toss being hugely important due to the fact that the first round is hugely important the loser of the coin toss should not be punished further. But I don't even wanna get into any evaluating here, just pointing out that the way it is now is different from how it should be (at least by the logic that one round last one player and one AI turn).
Other bugs:
- the initital attack of Vampire Hunter Strike now does less damage than the triggered attacks
- the triggered attacks from Soldier Eddies Bullet Trace deal way less damage than the initial attack (although it might be kind of overpowered if it was otherwise...)
- Bleed (the debuff) does no damage although it should
- the damage from Vampire Hunter's Mark ability is calculated in a very strange way (the damage when applying the mark, not consuming it). It doesn't scale with magic or attack, it also does not scale with enemy HP, but it does scale with something I don't know from the enemy. I noticed it in PvE before where the damage of Mark with no Skill Shards fluctuates between 2.x and 3.2 k damage in GoD Madness, with higher numbers for enemies with less HP. The same Vampire Hunter deals 800 till around 2.5 k damage in PvP (the latter one rarely) on non-Gunner chars. Something is really off there
- the language of the new "news" is not the language you selected in settings (but rather the device language...?)
(- I got the feeling that Talisman Procs are not affected by accuracy, could anybody verify that they are? Or that they should?)