Jump to content

Recommended Posts

Posted (edited)

Irradiated Ground (Radiation Melee) still de-toggles instead of suppressing when mezzed.

 

Only checked on tanker. Also the mez source was from the new unbound nictus on adv. mode ITF, in case it's relevent.

Edited by RobotLove
  • Thanks 1
Posted

This is something the Devs will need to look at. The changes regarding Offensive Toggle Powers may not apply to Irradiated Ground as it isn't as much an Offensive Power as it is an Automatically Respawning Player Based Psuedo Pet, so it may be in a gray area that the changes may not have addressed. Would be good to get it included in the changes but they will have to see what can be done.

" When it's too tough for everyone else,

it's just right for me..."

( Unless it's Raining, or Cold, or Really Dirty

or there are Sappers, Man I hate those Guys...)

                                                      Marine X

  • 2 years later
Posted
On 8/29/2022 at 11:32 AM, Captain Powerhouse said:

Not a bug, just current limitations with toggles that create pets. Hopefully we can come up with something to accommodate these powers.

Over 2 years later. Any fix?..

Posted

for people that find this interaction annoying to manage you can use this bind, this you will auto retoggle the power if you get mezzed not perfect but you wont have to worry about noticing the power was turned off either during combat.

 

/bind W "+forward$$powexec_toggleon Irradiated Ground"

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...