Gladiator Hulk and Degeneration [Title edited for clarity]
SentryPillow
Member Posts: 307 ★★★
Gladiator hulk is a popular champion for countering most passive DOT nodes and abilities. He works well for starburst and emp modification. However, he does not counter degeneration nodes and bane. This is the stupidest thing ever. It is clearly a passive effect, marked by the circular border that cannot be shrugged by champs like ghost or agent venom. It is a passive DOT effect and therefore should activate face me. However, this isn’t the case, and I remember Kabam giving a really dumb explanation sometime back on it (kind of like their explanation for not updating 1* colossus).
Post edited by Kabam Lyra on
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Comments
(What exactly is someone disagreeing with in this post? LoL)
There explanation was that bane and degen nodes are a 3rd type of effect and he simply wasn't designed to counter that.
Once again Kabam's game their rules deal with it
But, I used my GHULK to destroy uncollected MOJO... his natural ability along with [willpower] and [salve] his degeneration wasn't really a problem.
Disagree gang, eat me. It really appears that daring to have differend opinion than op is not allpwed here.
For example ghost/hood synergy reduces bane damage to 0.
You cant make a skill like Gulk and say well this might work and this doesnt work when its clearly in the discrpition.
If they really want to not make Gulk work vs bane they need to write it in his discription.
I have only fought him once so if there is a way around it actually let me know.
A lot of people get this wrong: in fact almost everyone gets at least some of it wrong. For example, in this thread someone implied that the opposite of "Passive" is "Active" as in some degen is passive and some is active. That's false. There is no "opposite" of Passive. Passive is a type of effect. Buff is a type of effect. Debuff is a type of effect. "Active" is not a type of effect. An effect is "Active" if it is on at that moment. Passives are "active" when they are on, and "not active" when they are not on.
[If you want to see this terminology in the actual game, look up the description for the Chthon's Cunning mode for Symbiote Supreme. Chthon's Cunning is a passive effect, and the description states that "while active..."]
Some people assume that if it is not a Buff and not a Debuff it must be a Passive. But Bane the node effect is not a Buff, not a Debuff, and not a Passive effect. It is not a Buff, so you can't ordinarily nullify it. It is not a Debuff so you cannot shake it off with Debuff removing effects. And it is not a Passive effect, so it does not trigger effects that trigger off of Passive effects like Face Me. Some node effects are like this: they are not tagged as Buffs, or Debuffs, or Passives.
In a sense, there is no opposite of Passive in the same sense there's no opposite of Bleed.
People think Face Me is inconsistent, but Face Me is actually extremely consistent. What's actually inconsistent are the in-game text descriptions of the effects, not all of which completely describe what they are. Bane doesn't say what it is. People assume it is a passive because they think it has to be, because it isn't a Debuff. But that's not how it works, or for that matter has ever worked.
If an effect is explicitly stated to be a passive effect and it deals explicit damage over time, Face Me should activate under its effects. If Face Me doesn't, that's a bug (whether it is a bug in Face Me or a bug in the effect's description is another story). But if a damage over time effect does not state whether it is a Passive or a Debuff and Face Me doesn't activate under it, that is presumably because that effect is not a Passive, whether people think it should be or not. An effect doesn't have to be one or the other.