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Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
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Why isn't Killomonger immune to Havoks detonation?
Ghost12
Posts: 604 ★★★
I just wanted to ask why isn't killomonger immune to havoks detonation he starts every match with an armor buff buts it called vibranoum armor but its still considered armor, so shouldn't he be immune to plasma detonation I test it killomonger when it comes to regular detonation when he reaches 10 on you, he detonates them and I take damage despite of me having armor buff how ever when it comes to l3 and I have industrutible and 10 plasmas on me i don't take damage so just want to know shouldn't killomonger be immune to havoks plasma because he has an armor buff?
Also sorry English is not my best 😂
Also sorry English is not my best 😂
1
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You can tell the difference between them because active buffs have the bright border round them while passives are flat
Hope this helps!
I thought passive armor and armor still counted but it apparently doesn't
I'm not sure if it is an intended behaviour, but I would guess he shouldn't be able to negate the damage
The reason why people don't complain about Colossus' protections being a passive instead of a buff I suspect has as much to do with the fact that it is invisible (there's no icon for it), than anything else. So why is Colossus' passive protections invisible while Killmonger's vibranium armor effect visible? Because vibranium armor needs to be visible when active to provide critical information to the player, since that effect is sometimes active and sometimes not active. The player needs to know when it is active. Colossus' passive protections are basically always active.
There was a time when passive effects were in fact all but invisible to the player, in the sense that there was no iconography to show they were active. People didn't complain as much about the passive vs buff thing back then, because there was nothing to complain about. There were buffs, and there were invisible stuff that just happened, like Star Lord's signature ability. Nobody said "that should be a buff." And even now there are passive effects with no icon. It is the icon that makes people think the effect should be treated differently from all other passive effects, which is why I believe this is mostly a problem people have with the display logic that actually benefits players. It just also gives them an opportunity to argue something that is really not arguable.
If the developers want to make an effect that doesn't behave like a buff, they make it a passive. You can claim its a dumb distinction, but the alternative is far worse: make everything a buff, but make all buffs work differently. That would be a mess, and players would have no idea how anything worked.
Active and passive are not opposites in MCOC. The opposite of active is "not active." "Passive" doesn't have an opposite, any more than 3 has an opposite. There are passives, buffs, debuffs, and a couple other things the game doesn't talk about a lot (like certain node effects that are none of the above).
Side note: whether we are talking about abilities or effects, "Active" means it is on. The opposite of active is "not active." But "Passive" means two different things depending on context. When talking about effects, "Passive" is a type: passive, buff or debuff. But when talking about abilities, "Passive" refers to an ability that is does not need to be activated, in other words it is always on. All other kinds of abilities other than passive abilities need to be activated in some manner to turn on.
-Can't be nullified by the means of Fate Seal and Stagger;
-Won't trigger Buffet and Power Snack;
etc.