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Posted

I have Taunt in several of my Brutes and they are usually 4 slotted, but when I get to Director 11 or Battle Maiden, I just go why did  bother with Taunt on my Brutes (they are a must for my tankers).

 

I believe it is wrong giving AVs essentially immunity to signature powers, and should be corrected or compensated somehow.

 

I have experienced where the AVs do respond to the taunt but very rarely

 

Please fix

 

Regards

Posted

Director 11 has an actual "power" that makes him run around like a chicken with his head cut off that will supersede taunting.  I wouldn't be surprised if Battle Maiden has something similar that makes her "want" to stay inside her damage zones.  Both of these AVs being non-responsible to taunts is probably "working as intended", for better or worse.

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Posted

Director 11 has the power Tactical Retreat which gives him 10000% Afraid as well as mag 30 immobilize protection. Not sure what triggers it, but once he starts running there's no stopping him.

https://cod.uberguy.net/html/entity.html?entity=malta_tactical_ops_alphastrike_av

https://cod.uberguy.net/html/power.html?power=incarnate_alphastrike.malta_ops_av.tactical_retreat&at=boss_praetorianarchvillain

 

I don't see anything on Battle Maiden that would grant her taunt protection or resistance.

https://cod.uberguy.net/html/entity.html?entity=battlemaidenalpha_battlemaiden

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Posted
33 minutes ago, Uun said:

 

I don't see anything on Battle Maiden that would grant her taunt protection or resistance.

 

BM is a special case of trying to taunt her while she's taking damage from range and attacking from range.  You'd need a MLTF-like strategy of 'Nobody shoot her while she's in blue' and you can already see the problems at that.

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Posted

I understand, the folks are working as intended, what I am asking is to remove the "as intended" or have the intended not work so well and consistently

 

Regards

Posted

Tinpex already has one of the highest reward : time ratios at 80 merits (plus incarnate goodies) for about 30 minutes of work.  As pong as you understand a couple of very basic mechanics it's also not all that hard.  We don't need to make this easier.

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What this team needs is more Defenders

Posted
1 hour ago, DrRocket said:

I understand, the folks are working as intended, what I am asking is to remove the "as intended" or have the intended not work so well and consistently

 

Regards


And I’d argue the mechanic is working just fine. So I disagree.

Posted
1 hour ago, DrRocket said:

I understand, the folks are working as intended, what I am asking is to remove the "as intended" or have the intended not work so well and consistently

 

Regards

Think about what this post says for a moment. You understand that a game mechanic is working as intended, and you want it to not work as intended or as well as intended?

Posted
51 minutes ago, Rudra said:

Think about what this post says for a moment. You understand that a game mechanic is working as intended, and you want it to not work as intended or as well as intended?

The bottom line, is I do not agree with giving mobs powers that makes them immune to class signature abilities, as in this case Taunt for Tanks and Brutes. I remember during live days at being so angry when BAF came out and they made the prisoners immune to the Storm Defender's Hurricane, the one chance in those days for a stormy to be appreciated and the devs in an arbitrary manner disables their signature power.

 

That is the true issue

Posted (edited)
5 hours ago, Vanden said:

Taunt is an aggro tool, not a positioning tool.

This is flat-out incorrect. Under almost every circumstance it is both - Brute and Scrapper taunt powers have -75% range, and Tanker taunt powers have -100% range. Even if an enemy is immune to taunt, the -range will floor their range and cause the AI to move in closer to you to continue attacking unless there is something making that critter either run away or stay put, and those two scenarios aren't common.

Edited by macskull
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Posted
1 hour ago, DrRocket said:

I do not agree with giving mobs powers that makes them immune to class signature abilities, as in this case Taunt for Tanks and Brutes.

Why haven't you complained about PToD yet then, since that absolutely makes AVs immune to controller's signature abilities.

 

And also, as far as I'm aware Taunt *does* affect battle maiden and Director 11.  If you taunt them, they will attack you.  Forcing movement (or preventing it) is not the key element of Taunt.

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What this team needs is more Defenders

Posted
8 hours ago, Uun said:

Director 11 has the power Tactical Retreat which gives him 10000% Afraid as well as mag 30 immobilize protection. Not sure what triggers it, but once he starts running there's no stopping him.

https://cod.uberguy.net/html/entity.html?entity=malta_tactical_ops_alphastrike_av

https://cod.uberguy.net/html/power.html?power=incarnate_alphastrike.malta_ops_av.tactical_retreat&at=boss_praetorianarchvillain

 

I don't see anything on Battle Maiden that would grant her taunt protection or resistance.

https://cod.uberguy.net/html/entity.html?entity=battlemaidenalpha_battlemaiden

Interesting.  Apparently Neuron's clones have ADHD

https://cod.uberguy.net/html/power.html?power=incarnate_alphastrike.neuron_clone.adhd&at=minion_grunt

 

This reminds me when I would program drunk and then have to go thru a couple days later to make all the variables more professional...

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