Kabam Miike wrote: » MattMan wrote: » So instead of updating the masteries to apply to all forms of “attack” to properly correct the issue, youre adding disclaimers to allow for some attacks to be excluded, seems like the easy way out. Updating the Mastery is not out of the question, and something we might consider in the future. Because of just far reaching their effects are, updating the effectiveness of a Mastery can be pretty scary! It will take time for us to be able to assess the updated effect, and we have to do that before we can look at actually updating them.
MattMan wrote: » So instead of updating the masteries to apply to all forms of “attack” to properly correct the issue, youre adding disclaimers to allow for some attacks to be excluded, seems like the easy way out.
Kabam Miike wrote: » It's Champions that place DOTs (Damage over Time) without attacking. Dormammu's attacks still make Contact, but Champions like Iceman, who can place his Cold Snap right from the beginning of a Fight will not have the strength of the DOT increased.
Kabam Miike wrote: » Hey everybody, Thank you Dave for taking the time to make this video! We’ve spoken to our team to find out what is going on, and can confirm that this isn’t a bug, but the result of the age of these masteries. These Masteries have been the same since they were first introduced. Courage and Assassin do not raise your attack stat on their own, but boost your attack on every hit. They have never affected Damage Over Time Debuffs that proc’d off of something that does not hit the opponent. This is because when these Masteries were created, we had no way to apply a bonus to any stat based on your real time health as it moved up and down. We had to check your current health each and every time we wanted to trigger that bonus. At the time, we also didn’t have any abilities like this that dealt damage without a hit. We’re going to rewrite the description text to avoid any further confusion.
GhostRooster wrote: » Kabam Miike wrote: » Hey everybody, Thank you Dave for taking the time to make this video! We’ve spoken to our team to find out what is going on, and can confirm that this isn’t a bug, but the result of the age of these masteries. These Masteries have been the same since they were first introduced. Courage and Assassin do not raise your attack stat on their own, but boost your attack on every hit. They have never affected Damage Over Time Debuffs that proc’d off of something that does not hit the opponent. This is because when these Masteries were created, we had no way to apply a bonus to any stat based on your real time health as it moved up and down. We had to check your current health each and every time we wanted to trigger that bonus. At the time, we also didn’t have any abilities like this that dealt damage without a hit. We’re going to rewrite the description text to avoid any further confusion. Sorry but you’re wrong. i’ve used a 4/55 hawkeye a lot over the last year, and let me tell you, once they hit 18%, and i threw an sp1, there was extra damage. This isn’t something you can just sweep up and say “theyre old” “they weren’t intended to ...” but guess what! They ARE intended to work with debuffs otherwise YOU would have reworked them a long time ago.
Kabam Miike wrote: » GhostRooster wrote: » Kabam Miike wrote: » Hey everybody, Thank you Dave for taking the time to make this video! We’ve spoken to our team to find out what is going on, and can confirm that this isn’t a bug, but the result of the age of these masteries. These Masteries have been the same since they were first introduced. Courage and Assassin do not raise your attack stat on their own, but boost your attack on every hit. They have never affected Damage Over Time Debuffs that proc’d off of something that does not hit the opponent. This is because when these Masteries were created, we had no way to apply a bonus to any stat based on your real time health as it moved up and down. We had to check your current health each and every time we wanted to trigger that bonus. At the time, we also didn’t have any abilities like this that dealt damage without a hit. We’re going to rewrite the description text to avoid any further confusion. Sorry but you’re wrong. i’ve used a 4/55 hawkeye a lot over the last year, and let me tell you, once they hit 18%, and i threw an sp1, there was extra damage. This isn’t something you can just sweep up and say “theyre old” “they weren’t intended to ...” but guess what! They ARE intended to work with debuffs otherwise YOU would have reworked them a long time ago. I think there's a little confusion here. This is how it should work, and how we said that it does. Hawkeye places DOTs by attacking, and so there is increased Damage, as it should be. This is also only for these Masteries because they have to actively check for your current health/the health of your opponents. They are not for all boosted attack ratings.
Chris_This wrote: » The fact that no one really knows for sure how things are actually "calculated" is alarming. Why does everything in this game have to be so complex? Its almost like we aren't supposed to figure this stuff out. shady af.
DemitriM wrote: » you say diablo is in assassin' range when he has 23% hp thats not assassin's range,its 18% your attack starts at 23%hp and goes on, it doesnt end... you knock him down with your heavy but there are still 3 aftershock charges remaining(which you put on him while he wasnt in assassin's range) from your previous attack that started at 23% remaining hp... basically imagine someone is at 20% hp, you gonna hit him with a medium attack that will drop your opponents hp to lets say 15%...that medium attack wont be effected by the assassin mastery right? but the one after that will be effected by the assassin mastery could you try giving aftershock damage when the opponent is below 18% health with no aftershock stacks? same story goes for courage mastery as well in quake's case cheers
Tman0971 wrote: » Kabam Miike wrote: » MattMan wrote: » So instead of updating the masteries to apply to all forms of “attack” to properly correct the issue, youre adding disclaimers to allow for some attacks to be excluded, seems like the easy way out. Updating the Mastery is not out of the question, and something we might consider in the future. Because of just far reaching their effects are, updating the effectiveness of a Mastery can be pretty scary! It will take time for us to be able to assess the updated effect, and we have to do that before we can look at actually updating them. @Kabam Miike Developers have obviously figured out how to make SYNERGIES that grant attack boost of x% scale up for passive DoT (for example, quake with antman, YJ synergy, etc.) so why not update Courage, Assassin, and I assume Suicides, Glass Cannon and Lesser/Greater Strength do it as well instead of just changing the description? The code is obviously there now, right? Let's do the right thing here and get the masteries FIXED to reflect current game status vs. just sweeping it away with a wording change.