Rogue is bugged
Greekhit
Member Posts: 2,820 ★★★★★
Rogue is ‘16 champ and has a serious issue since her release. Her life steal doesn’t work as intended(it does the damage but no health is gained) if it is the final blow for ko. For example, if the opponent has 2k remaining health and her life steal would do 3k damage, she deals 3k damage but steals 0 for herself instead of gaining at least the 2k that were on the opponent. It’s a very annoying issue and it happens the most on situations where Rogue is high signature level and has class advantage, when the chances for a big critical life steal are high and her life still is more likely to be the final blow. On those situations, her advantages turn against her, due to this obvious bug or unfinished programming. Can a moderator please pass this issue to game team?
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The only game mechanic that does alter health bars after a champion is defeated is Adrenalin, the health repair mechanism that 6* champs have. That's probably because Adrenalin isn't an "effect" in the technical sense of the word. It isn't a power or ability that restores heatlh, it is implemented as a fundamental game mechanism outside the realm of the powers system.
He never did answer my final question 😠
I'm not sure why you would put "game laws" in quotes as if the intent of the game mechanics was somehow lesser to the intent of the champion design. That's like saying that since X-23's intent is to bleed the target, we shouldn't let something like bleed immunity get in the way of that. You're supposed to know that X-23 bleeds unless there's something else that might prevent that; Wolverine heals unless there's something else that might prevent that; Vision gains power unless there's something else that might prevent that. It would be pedantic in the extreme to force the game designers to have to state for every single ability of a champion what all the other rules that affect that ability are.
Rogue was my very first 5/50 and 4/55.
Omega was one of my first 5/65s.
Both champs lose their regen opportunity if the special KOs the opponent first.
I've always considered it a skill to be able to shorten my combo when needed to leave 1-2% of health instead of a full combo KO.
I'm almost positive the life steal thing happens for the same reason, and was stated as such somewhere a long time ago. I just can't find it. The heal "happens" after the damage is dealt (probably because the heal has to calculate how much damage actually gets dealt, so the heal takes place after the damage lands), except if that is a killing blow nothing is supposed to happen after that occurs, even an instant afterwards.
Some crazy things can happen if you allow the heal to happen even after one side is dead. Suppose you're currently petrified or spectred. You land a killing blow with a life transfer, but even though the target is dead the game lets the heal through, which gets reversed by the petrify and then *you* die. Now what? You'd have to make special case rules to handle corner cases like this.
This is separate from the fact that if the players ask the devs to look at this too closely, I'm fairly certain that if they allowed life steal after death they would also allow strike back after death (meaning killing blows on Electro would still trigger strike back damage) and recoil would start damaging players even on killing blow specials. Because I see zero difference in principle between these effects.