Kp instantly dies to bishop in bgs

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  • DNA3000DNA3000 Member, Guardian Posts: 19,709 Guardian

    DNA3000 said:

    Hawkt1 said:

    Maratox said:

    Hawkt1 said:

    Ok then e plain zemo, he cleanses not purifies

    For Bishop’s abilities cleanse and purify are exactly the same.
    Where does it say that
    My recollection is that this is a legacy of history. To simplify a bit, there are what we call effects, and there is the actual mechanics that the game uses to implement those effects. The thing the game engine does to remove an effect is called "Purify." Colloquially, an effect that removes another effect was originally called "Purify" after the thing it was doing. However, just like there is bleed damage but there are different effects that can cause bleed damage, not all of them called "Bleed" the devs created other effects that can remove effects that are different from each other, but still perform a Purify under the hood. What we call "Purify" and what we call "Cleanse" both purify effects. But Purify and Cleanse interact with other abilities in the game in different ways. They just happen to do one thing using the same tool.

    You can see this legacy in Zemo's ability description for Grand Machination:



    Notice: Zemo's Cleanses can't Purify Stun Debuffs. There's still this slightly confusing (to those that don't know the history) use of terminology. Purify purifies effects. Cleanse also purifies effects, but Cleanse is not a Purify effect.

    Bishop predates this distiinction, so when Bishop refers to purify he's referring to the raw mechanic "purify" which both the Cleanse effect and Purify effect do.
    This 'legacy' also afflicts stagger and nullify. So to use it right, Stagger nullifies buffs. Nullify also nullifies buffs. But Stagger is not a Nullify?

    Apoc not preventing Cleanse was also a bit of a discussion since it specified purify and Apoc was supposed to.prevent purify.
    This is an example of how history and organic development can come to bite you in the butt down the road. Back when there was just one effect that would perform the game engine operation called "nullify" what would you name it in the game for players to see? Nullify, right? But then when another effect comes along that can also perform the game engine nullify operation, what do you call *that*? You don't want to rename Nullify, but if you don't then you will have two effects that perform the game engine mechanical operation "nullify" - Nullify and Not Nullify. Either way, you'll eat some historical semantic sludge.
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