Cavalier EQ 3.2 Seeing Red Node Broken
Joshkc662
Member Posts: 25 ★
Hi, my alliance mates and I are seeing several issues with the Seeing Red node in Cavalier difficulty EQ 3.2 (Magik boss quest).
1) It seems that mutants with bleed reduction aren't behaving properly with the exception of Omega Red. Magneto and Old Man Logan seem to be taking too much bleed damage.
2) It seems that Omega Red's Death Spores are preventing him from purifying the bleeds on himself and converting them to Prowess passives.
Using a Pixel 4 XL, both Android 10 and Android 11.
I have videos documenting the issues but I'm not sure if sharing links is acceptable here. Please advise.
1) It seems that mutants with bleed reduction aren't behaving properly with the exception of Omega Red. Magneto and Old Man Logan seem to be taking too much bleed damage.
2) It seems that Omega Red's Death Spores are preventing him from purifying the bleeds on himself and converting them to Prowess passives.
Using a Pixel 4 XL, both Android 10 and Android 11.
I have videos documenting the issues but I'm not sure if sharing links is acceptable here. Please advise.
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Comments
2) this is not a bug, or reduces change of purifying effects by 10% per spore, and nodes count as the opponents kit
Omega is supposed to prevent the enemy from purifying debuffs, not himself. The ability specifically reads "Each Death Spore lowers the opponent's Armor Rating by X and reduces their chance to Purify Debuffs by 10%."
Tested with Archangel to validate whether or not Ability Accuracy Reduction would impair his ability to convert the bleeds to prowess like Omega and it looks like it does.
This validates @Lormif 's assertion, but raises a lot of questions about intent. I can't recall other places where I've seen the attacker's Ability Accuracy Reduction shut down node effects that specifically apply to and benefit the player. It seems obvious that shutting down the opponent's ability accuracy should not impede beneficial node effects.
I still suspect this is an unintended effect limited to the Seeing Red node itself, rather than a game-wide intended paradigm.
OR prevents the abilities of the defender from purifying, a node is an ability on the defender. Stop overthinking the pronouns.
Since GP's ability accuracy reduction is specific to defensive abilities, apparently under the hood the game is interpreting the scenario as the defender placing a passive Fury on the attacker whenever a bleed expires on themself.
Again, I don't think this is intended. Especially with the philosophy behind node design shifting to include more effects that apply to the attacker as a boost, I believe that the game team would classify this as an unintended side-effect of an existing mechanic. Continuing to repeat that node abilities count as defender abilities is not engaging with the issue I'm raising here. I'm saying that this blanket rule seems to be creating unintended side-effects, aka bugs.
Omega Red classifying himself as the opponent and harming himself with his own abilities is clearly not the intent of the node, particularly when he's one of the main champions they obviously had in mind as a top counter for this quest.
Also, the design team’s intention clear, as all the incoming nodes for every chapter benefit a specific class. And the node works fine for magneto
The node is working as intended
OR is working as intended
The node and OR together aren’t working as intended