CG_SBCrumb wrote: »
Hi Holotable Heroes,
We became aware last Friday that Droideka was dealing huge amounts of damage in Phase 3 of the Sith Triumvirate Raid and said we would follow up this week when we have time to fully investigate.
It appears that when a unit uses Stand Alone, instead of setting allies’ speed to 0, Traya is actually setting it to something closer to -900,000. This means when a Separatist ally uses Stand Alone while Droideka has Damage Immunity, it has a 35% Chance to assist, and will deal a ton of damage as Droideka’s Attack Damage is based on the difference in speed. Droideka is also assisting before the debuff that prevents assists as the assist activates the moment a Separatist ally uses an ability.
Why -900,000 speed? Well here’s a bit of back story from the developers: When we initially created Stand Alone we wanted to future proof the effect against any possible speed increases so characters couldn’t accidentally gain turn meter. At the time, we decided subtracting 900,000 from a unit’s speed should be more than enough to stop a unit even if they had a crazy amount of speed, buffs, mods or some new feature we hadn’t devised yet.
To be clear, this is an unintended interaction and the plan is to change Droideka to no longer account for speeds under 0. Traya in the Sith Raid will remain unchanged but Droideka will no longer be dealing incredibly high damage in this circumstance. This should minimize the impact to both characters and allow Droideka to keep his unique way of dealing damage.
We will let you know exact details as we get closer to launching this fix. The current plan is to add it to the next release but this is subject to change based on testing and any new issues we encounter.
Replies
This one is not even tricky you just need to stand alone with GG and Droideka will assist... so I really don’t know why this wasn’t caught before releasing it...
The weird thing is he does 1% more damage per every 1 speed differential. So it must not be setting him to 0 speed. It must be setting him to -10k speed or something...
There are other malechanics they use to do this, rather than push a value to 0, they use a huge negative number, so they dont need to know the exact number for the calculation. This is done with tenacity down. They may be doing something like this when stand aline is active, making his speed a huge negative number.
(I’m referring to the player base complaints that’ll soon arise, not me).
I'd argue all faction leaderships with new characters too
In fact, not even the whole Sith raid, just test it against p3, since that is where all of the problems arise.
Great question
But I understand. I mean, it's not like they've ever had issues with characters having unexpected issues with the Sith Raid before.
In game guild: TNR Uprising
I beat the REAL T7 Yoda (not the nerfed one) and did so before mods were there to help
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Hey @CG_Carrie, What do you all do?! Seriously, it’s a fair and balanced question. How does the keep happening? Don’t ever say anything about “internal testing”, it’s garbage and a lie. This is so simple, put all the new toons in each mode and see if they break it. This instance isn’t even some niche thing. Good grief!
So far, we've had...
Zombie. And paper zombie was a problem in her own right independent of the raid.
Acolyte. A rework purely for the Sith raid.
Finn. Not landed yet, but I'll count it. But zFinn is a problem in his own right independent of the raid.
ST Han/Bonds interaction was not a rework. Reducing expose damage was not a rework. Fixing this glitch will not be a rework.
So unless I'm missing anything, that's three in a year. Only one of them purely because of the Sith raid.