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New mechanics Kinetics doesn't buff/heal if target defeated


Kai Moon

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Starting a new thread instead of necro'ing a 3-year-old one. Follow up to this 2020 bug report and partial fix:

 

Transfusion was partially fixed. The timing window for Transfusion to fail was reduced, and it happens less frequently, but it can still happen, especially on teams.

 

I didn't test Transference and Fulcrum Shift in 2020, but testing today, they both have the same issue Transfusion had. The timing window for Transference and Fulcrum Shift to fail remains large, so they fail 5/5 with the below steps, regardless of timing.

 

See attached videos comparing i26 VM v3 with i27 page 7 test server.

 

Steps to reproduce

 

1. Log in a high level character with Will Domination, Transfusion, Transference, and Fulcrum Shift.

2. Stand next to enemies you can one-shot with Will Domination.

3. Target an enemy.

4. Use Will Domination, then use Transfusion/Transference/Fulcrum Shift immediately before the enemy is defeated.

 

Expected result

 

Transfusion's AoE heal still occurs, same as old pseudopet mechanics. Transference restores endurance and shows the recovery vfx on your character. Fulcrum Shift debuffs multiple enemies and grants multiple buff stacks.

 

Actual result

 

Transfusion's AoE heal visual and sound effects play, but no healing occurs (2/5). Transference's AoE visual and sounds effects play, but no endurance is restored, and no recovery vfx on your character (5/5). Fulcrum Shift debuffs only the defeated target, and grants only one buff stack (5/5).

 

Video evidence

 

Fulcrum Shift works on i26 VM v3, fails on i27p7.

 

Transference works on i26 VM v3, fails on i27p7.

 

Transfusion works on i26 VM v3, fails on i27p7.

 

Edited by Kai Moon
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  • 2 months later
  • 4 months later

Add Marine Affinity's Whitecap to the list. If the target dies mid-animation, the caster teleports, but there are no further effects.

 

I think it's safe to say all powers using this mechanic on Homecoming have this bug.

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I'm going to completely honest here -- this has existed (in my experience) for these specific powers existence (lots of of existence usage here). For [Transference] and any kinetic buff that centers around the enemy, if they die, so does the buff (in the process)... here's why:

 

The powers spawn Pseudopets on the the target. If you use them if they are about to die, that pet can die and the animation still plays. The opposite example is Twilight Grasp from Dark Miasma (Affinity), the Pseudo pet spawns on you. Not base on the enemy. So the heal still goes off. But if you die mid animation, well... at least you look pretty on the ground. --- If you are unfamiliar with Pseudopets, read up on them. I'd be glad to tell you what I know via PM.

 

Can it be improved now? I think so. Everything can be improved if only you deem it worthy. But it's how it has worked and programmed in by the OG devs.

 

I agree with you that powers should just work. But engine limitations will be present. The second wave of [Whitecap] I haven't had much experience in. So I will take your word for it.

 

----- And as always, I appreciate the effort to bring things to light and reminders. Don't stop!

 

EDIT: Pseudopets are "THE" way to get things done that aren't "I point I shoot I hit" traditionally in the engine. The volunteer devs have made great stride in enhancing that. Hopefully they can do more. Even with whitecap... I feel there were time constraints, but still it works better than most powers.

Edited by brass_eagle
Pseudopets
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Issue 27 Page 1 has this note at the very bottom of the announcement

 

Quote
  • Kinetics > Transfusion: This power should now heal even if the target dies shortly after the animation starts

 

So if Transfusion is no longer healing as a target dies, something broke in a recent update.  Siphon Power, Transference and Fulcrum Shift were all changed in i27p1 as well.

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I don't really have problems with transfusion, but transference I constantly have to worry about. I even joke with people in voice that the fastest way to ensure something dies is to try to use transference on it, since I so frequently try to refill my endurance off of an enemy just for it to take a hit and die a split second earlier, wasting the transference recharge.

From Champion (Hero) and Infinity (Villain), currently playing on Everlasting.

Former member of the Hammers of Justice on Champion.

Raid leader for 'Everlasting TFs'.

Mains: Trickery Girl (Ill/Rad Controller), Burk (Sword/Shield Stalker), and 8 other complete badge characters.

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I will add -- I did see that note. I filed it away. It has been my player experience that little has changed. Did not mean to take away from your point. It is a valid one--I do still experience it.

 

I will try and take video.

Edited by brass_eagle
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