I think my sinsisters bleed or poison is based upon the percentage of the enemies health going down instead of what bleed or whatever is actually supposed to be and since this is against lol this could be why it’s such high numbers
Yes. This is definitely a bug. It seems to be caused by Deep wounds referencing the Health of the opponent instead of Mr Sinister, like it should have. We're working on a fix for this right now.
It want it fixed in the next hour... A bug that we can identify this quickly should be addressed as fast as possible. I know this is going to quickly turn into a case of "Fixing bugs that help players right away, etc.", but that's again ignoring the countless bugs that hurt players that we scramble to fix right away.
This is a server side fix, and will be fixed as soon as it can be.
It want it fixed in the next hour... A bug that we can identify this quickly should be addressed as fast as possible. I know this is going to quickly turn into a case of "Fixing bugs that help players right away, etc.", but that's again ignoring the countless bugs that hurt players that we scramble to fix right away.
This is a server side fix, and will be fixed as soon as it can be.
How about y'all fix the network connection bug in the next hour then also... Wait, the helps us (the summoners), so no fix incoming.
It want it fixed in the next hour... A bug that we can identify this quickly should be addressed as fast as possible. I know this is going to quickly turn into a case of "Fixing bugs that help players right away, etc.", but that's again ignoring the countless bugs that hurt players that we scramble to fix right away.
This is a server side fix, and will be fixed as soon as it can be.
Nah, we get it. Bugs that manifest in certain ways are easier to identify and "fix"
Thanks for giving some insight into your thought process though.
my only question how come Modok auto block and medusa fury bug wasn't fix on the server side of things like this one. anyway over all im thankful for these new champs and looking forward to get my hands on one soon.
It want it fixed in the next hour... A bug that we can identify this quickly should be addressed as fast as possible. I know this is going to quickly turn into a case of "Fixing bugs that help players right away, etc.", but that's again ignoring the countless bugs that hurt players that we scramble to fix right away.
This is a server side fix, and will be fixed as soon as it can be.
Nah, we get it. Bugs that manifest in certain ways are easier to identify and "fix"
Thanks for giving some insight into your thought process though.
It isn't really a question of how the problem presents itself, but rather in where the problem likely lies. This sounds like a bug where the proper mechanics exist, but have been declared incorrectly in the data for Mr. Sinister. Such bugs are relatively easy to fix if they can be characterized completely, because they are in effect small typos in the data.
Sometimes what the developers want to happen is something the game engine can directly do, and they just need to set the right flag to make it happen. Sometimes what the developers want to happen is something the game engine cannot do directly, but you can make it happen by assembling a set or sequence of smaller events that combine to get the thing to happen. This is a little harder. Sometimes the thing the developers want to happen is something the game engine cannot do at all in the general case, but you can make it happen in the one place where it has to happen, hoping the other cases just don't come up. This is tricky and brittle. And sometimes the thing the devs want to happen is something the game engine cannot do at all no matter what you do, and new game mechanics have to be invented and added to the game engine. This can take an indefinitely amount of time to happen.
Also, the game client itself actually runs combat on our devices, but the game client contains two separate sets of data. Some of the data is "hard coded" into the game client, and some of the data is dynamically loaded from the game servers when needed. That's why when you read about game leaks you will often see descriptions of powers or abilities that have blanks where values are. That's because that data literally doesn't exist anywhere except the game servers until the content goes live and that data is fetched by our game clients when those fights occur. As a result, any bug in how abilities work that exists within that dynamically loaded data can be patched by Kabam at the servers and our game clients will reflect that change relatively quickly without having to update the game clients. So any bug that exists there can be dynamically fixed "on the fly" so to speak.
Comments
Its the suicide masteries, and sinister transfers those debuffs to his opponent using his special 1.
Any thoughts as to how he can be taken down on a debuff immune node or are we gonna wait until it's a problem?
It want it fixed in the next hour... A bug that we can identify this quickly should be addressed as fast as possible. I know this is going to quickly turn into a case of "Fixing bugs that help players right away, etc.", but that's again ignoring the countless bugs that hurt players that we scramble to fix right away.
This is a server side fix, and will be fixed as soon as it can be.
Yes when he does his heavy he pauses all debuffs.
But charging ur heavy leaves u vulnerable
How about y'all fix the network connection bug in the next hour then also... Wait, the helps us (the summoners), so no fix incoming.
Nah, we get it. Bugs that manifest in certain ways are easier to identify and "fix"
Thanks for giving some insight into your thought process though.
I have 100% LoL
And already did mutant section 100% of varient.
Also the content creators youtubers have madr a vid on the damage
It isn't really a question of how the problem presents itself, but rather in where the problem likely lies. This sounds like a bug where the proper mechanics exist, but have been declared incorrectly in the data for Mr. Sinister. Such bugs are relatively easy to fix if they can be characterized completely, because they are in effect small typos in the data.
Sometimes what the developers want to happen is something the game engine can directly do, and they just need to set the right flag to make it happen. Sometimes what the developers want to happen is something the game engine cannot do directly, but you can make it happen by assembling a set or sequence of smaller events that combine to get the thing to happen. This is a little harder. Sometimes the thing the developers want to happen is something the game engine cannot do at all in the general case, but you can make it happen in the one place where it has to happen, hoping the other cases just don't come up. This is tricky and brittle. And sometimes the thing the devs want to happen is something the game engine cannot do at all no matter what you do, and new game mechanics have to be invented and added to the game engine. This can take an indefinitely amount of time to happen.
Also, the game client itself actually runs combat on our devices, but the game client contains two separate sets of data. Some of the data is "hard coded" into the game client, and some of the data is dynamically loaded from the game servers when needed. That's why when you read about game leaks you will often see descriptions of powers or abilities that have blanks where values are. That's because that data literally doesn't exist anywhere except the game servers until the content goes live and that data is fetched by our game clients when those fights occur. As a result, any bug in how abilities work that exists within that dynamically loaded data can be patched by Kabam at the servers and our game clients will reflect that change relatively quickly without having to update the game clients. So any bug that exists there can be dynamically fixed "on the fly" so to speak.