Hi guys,
Thanks for posting details about the weirdness you are seeing with the new talismans. I'll explain what should and shouldn't be happening with them for reference:
- Counter Attacks should be able to proc skill effects, including Talisman on-hit effects (i.e. Stun, Blind, Vamp, etc.)
- A character with counter who takes damage from a counter attack or revenge proc should not trigger a counter attack.
- Damage over time should not trigger a counter attack
We'll take note of the issues posted in this thread and prioritize getting a fix out for them. Do let us know if you see any other strange behavior you think may be related to their functionality.
-Kaz
Those that can...do
Those that can't...teach
Silentknight-4997, # of times laid since July/16...lots!!!
Hahahaha, pathetic that some have to sell themselves as troopers
I love the logic of these developers!
Something gets nerfed because they think it's overperforming and with the next update they release something 10x worse. it's been the case ever since the first AoF nerf which brought the multi fire talisman proc, which created the "firestarter" WGS. then they nerfed CG and released GCR...and the list could go on all the way to mummy vs VE as the most recent "tuning"
the first thing which i thought when i saw these new talismans was "not a good idea!". they will turn into a devastating weapon in the wrong hands. so far this passive only belonged to useless characters but opening it to all is just not wise. plus you let it trigger talisman effects? even worse idea...(are NF seriously such noobs?!)
glad that at least the endless loop isn't intentional, just another bug in the collection.
but seriously guys: if you want to create some balance you need to step up your designer ideas a notch
By the way PVP store for souls and skillshard still locked here. It was bad before, now we go for new records.
_______ 💀 Tom-7714 💀 ___________
___________ | CLAN | __________
👹 The Mofo Cult 👹
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Yikes, I saw the Prisoner + Strike talismans combo as well. Being able to counter and stun for 2 turns (!!) is ridiculously OP. I'm beginning to agree with everyone who has said that these new strike talismans are a bad idea. The regen ones are defensive, so no qualms there, but counter attack for every toon is a HORRIBLE idea. I can already imagine the pain of a full red team with strike talismans...no bueno. It's a cool idea in theory and definitely shows creativity, but it's a bad idea in practice. :\
Tritium-3455
Current Champion: Lvl 100 maxed Cyborg Eddie