Negasonic incinerate doesn't count as normal incinerate
psp742
Member Posts: 2,585 ★★★★
I'm trying the 7* Act 7 chapter 3 act 6 and it says incinerate and shock prevents instant regen.. Tigra still regen while under NTW passive incinerate. what gives kabam? passive incinerate isn't same as normal incinerate debuff? Is this a bug or the code wasn't program because DOT incinerate and passive incinerate were not introduced then. know that is bs right?
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Comments
It is not that one is or should be better. They serve different functions in different champs to counter particular instances. Nodes are used to complicated fights and at times limit which champs can be used. It doesn't make a champion worse than another just because certain nodes impact each champ differently.
And shuri is an amazing option since she can maintain shock for the entire fight. Also Archangel works if you keep the neurotoxin up while the regen triggers.
And if there is any passive regen rate modifications, like red mags against metals, it works as well.
It would be cool if they add invulnerability to her when she is dashing at the opponent.
Passive incinerate is not the superior form of incinerate debuffs. Debuffs are debuffs, and passives are passives.
Saying passive incinerate should be the better version of incinerate debuffs is literally like saying poison should be the better version of bleed, because it suppresses regeneration and bleed doesn't. Bleed is bleed and poison is poison.
Some things interact with buffs. Some things don't. Sometimes this works in your favor, sometimes it doesn't. That's why we have passive effects and buff effects: they work differently.
Once upon a time, we didn't even *see* passive effects. They were just there. It wasn't until much later that we got a sort of "holistic unified buff bar" that showed passive effects with the standard solid circle iconography. Passive effects were originally envisioned as a way to change stats or provide other effects mechanically in ways that were otherwise not intended to be "there."
Imagine, for example, you wanted to design a champion that, say, had a higher armor rating when fighting skill champs. How would you do that? You can't fiddle with the champion's stats, because that would always be there. You could write some code to say that when the opponent was skill class, increase armor rating by X. But how would you do that? You could add an effect that increased armor, but was triggered by this conditional. But none of this is supposed to be a thing that can be undone, just like you can't undo Colossus' armor. Its just there. So you create an effect that does this, but you don't tag it as a buff, because buffs will become visible to the player and will interact with abilities that affect buffs. So you flag it something else, like say, passive. Now it is invisible, doesn't interact with anything else, but does what you need it to do.
These days passive effect are visible and also sometimes interact with other things: the passive tag/classification evolved over time to become more standardized and more exposed to the players. But their original intent was to be the less interacting type of effect. That's why many effects interact with buffs but not passives. The original conceptual intent of passives was "don't interact with other stuff in general."
The idea that this is illogical is itself illogical. The only reason why some players balk at this is purely subjective: they feel all armor should stop detonations, just because. There's no logic behind that desire.
Damage types doesn't come in a hierarchy. We don't have bleed, then poison being the better bleed, then incinerate being the better poison. Effect types do not have a hierarchy either. We don't have buffs, then passives as the better version of buffs, then node effects as the better version of passives. Buff and passive are type tags: they are essentially colors. Each color is different, one color is not the better version of another color. Buffs are blue, passives are green. Blue armor prevent detonations. Green armor doesn't.
And, you know... Every skill champ in the game...
You can't have everything in one champ, you know.