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Shifting Tides 'automatic' detoggle


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Targeted toggles have long had a feature where, if the anchor moved too far away from the caster, the toggle would shut off. As I recall, this was done to reduce the magnitude of the swarm of mobs that could come rushing in if a player dropped a targeted AoE on a hostile mob who panicked and ran off, aggroing everything in sight back to the caster.

 

I've found a case where this causes an annoying condition due to map design. With my Necro/Marine MM, I've been dropping Shifting Tides on my Lich, keeping the buff in range (I had been using Barrier Reef as an anchor, but it despawns periodically, requiring a resummon and reapplication). However, as I'm sure people are aware by now, multi-floor map instances -- labs and offices -- have each floor as a disjoint section, and your character teleports from one elevator to the one on the next floor when you click on the elevator.

 

Well, the floors are separated by a sufficiently large distance that Shifting Tides detoggles every time I enter an elevator, forcing me to stop and reapply the toggle, akin to the way Controllers used to have to resummon their pet(s) every time they went up or down an elevator. This also occurs when entering or leaving an instanced mission, although it causes a much smaller degree of disruption, because I often dismiss my zombies while I travel to another mission, just to avoid having a string of zombies trailing behind me.

 

Do people consider detoggling on elevator use within a mission a sufficiently unwanted behavior that it should be reported as a bug?

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meh minor inconvenience at worst.  only really bug or QOL worthy if the end cost to reapply were highly exorbitant

My Dear you deserve the services of a great wizard but youll have to settle for the aid of a second rate pick pocket

~Schmendrick

 

So you mean you'll put down your rock, and I'll put down my sword; and we'll try and kill each other like civilized people?

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It's annoying to be falling back to the style of the old "pets die in elevators" time, and having to reselect my chosen anchor to fire the power off again. I'll have to see about setting up a custom bind for it to make it faster.

 

And while I expected it to happen this way, each of the Incandescence usages in the Hami raid I just participated in knocked off Shifting Tides -- being ported up to the monsters, being ported back to the collection area, and being ported to Hami. I don't know if this is just due to the time it takes me to click on 'accept' for the teleport prompt, but I've been particularly leery about auto-accepting teleports since early on Live, when some people got their jollies by teleporting lowbies to a point just off the roof of a tall building to watch them fall; unfortunately, all your henchmen automatically 'accept' every teleport request, even if you have 'prompt for teleport' turned on.

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On 8/7/2024 at 12:28 PM, srmalloy said:

Do people consider detoggling on elevator use within a mission a sufficiently unwanted behavior that it should be reported as a bug?

I don't think it needs to be considered a bug, but I would certainly report it as an undesired outcome. I would expect, if changing it isn't terribly problematic or time consuming, they'd adjust it because I wouldn't expect anyone to think of this as an intended outcome. Probably just something that got missed. 

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I certainly wouldn't complain if it got changed, but... It's nothing new

 

Disruption Field, Sonic Repulsion, and Enflame are 3 examples I can think of where this also happens.

 

What this team needs is more Defenders

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4 hours ago, Psyonico said:

I certainly wouldn't complain if it got changed, but... It's nothing new

 

Disruption Field, Sonic Repulsion, and Enflame are 3 examples I can think of where this also happens.

 

 

Was going to say, had to deal with that on my /sonic characters with disruption field forever now.  It is just that almost no one plays sonic so not many people had the pleasure of getting annoyed by it.

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