Fyrintenimar wrote: » 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. To be fair to Kabam, whenever you update a program, there is a chance of unintended outcomes. As they add new mechanics, they don’t always react with existing masteries in the expected way. I’ve seen similar issues pop up in other games as well. Whether it’s shady or not comes down to how they handle it now that the issue is revealed.
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.
Chris_This wrote: » Fyrintenimar wrote: » 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. To be fair to Kabam, whenever you update a program, there is a chance of unintended outcomes. As they add new mechanics, they don’t always react with existing masteries in the expected way. I’ve seen similar issues pop up in other games as well. Whether it’s shady or not comes down to how they handle it now that the issue is revealed. Good point. Don't they have a QA section? Every game developer I know of has a QA section who's sole purpose to test stuff. Seem like too many of these things fall through the cracks and get discovered months down the line. On a side note, I feel like the game is becoming just to complicated with new character descriptions being ridiculously long. Also, buffs vs. passive buffs and their interaction with character abilities and when some trigger or not is just getting too much. Maybe it's just me...
th3motivatorrr wrote: » Personally I like double edge. I do a lot of arena and anything that saves me time and physical abuse of constant thumb tapping helps. I find it unhealthy on the carpals and thumbs to continually do the same motion over and over again. With that said, arena masteries need to be preprogrammed or saved and allow to be switched on and off through out the game at no cost after unlocking. Its a matter of health and safety at the end of the day. 1. Masteries need to be reworked as they have not changed since they were introduced, example physical resistance maxed 4/4 is 160.0. We are up against defenders with 8k to 13k attack. What is 160.0 in comparison. 2. Arena masteries, quest masteries, and war masteries need to be allowed to switched around free of cost 3. Arena masteries need to be reworked as it is a matter of health and safety to repeatedly do the same motions over and over again throughout the day 4. Since unstoppable mid combo is now a common thing, a mastery equivalent to unfazed needs to be added. when an enemy evades, your champ can go unstoppable. Something needs counter the unstoppable and their unstoppable timer needs be shortened 5. With new mechanics, masteries need to be updated to match those mechanics My main concern is the health and safety of overuse injuries, and the fear of carpal tunnel syndrome that is associated with arena grinding. Arena masteries need to be reworked, either have the ability to be unlocked and saved and changed with no cost, have the fights end in 5 hits, autofight arena, anything that will improve overall public and safety
Kabam Miike wrote: » 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.
Tman0971 wrote: » 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. @Kabam Miike I retract this statement. I was missing the part about how Courage and Assassin are tied to your or your opponents health which requires constant calculation vs other masteries, synergies, or boosts that are flat value increase regardless of health. That said... it's been many years since Courage and Assassin have been out - I would hope that the current code framework would have advanced enough by now to allow correct interaction between these two synergies and their subsequent attack boost.
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.
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.
saorps wrote: » Suddenly, I am not sure the real benefit of unlocking advanced masteries such as assassin.
Elraww wrote: » @DorkLessons @Kabam Miike As it appears to me, this stuff is happening way more in the game, not just Courage and Assassin. See a few examples below. I didn't include ranks or levels of the champions, as these don't matter for this test. All values are tested again RoL WS, and light attacks are non-critical.Void Without any synergy Light attack: 392 Damage per tick for 1 debuff: 98 With 12% attack synergy (YW+AM) Light attack: 445 Damage per tick for 1 debuff: 98 With 15% Mastermins synergy (Doc Oc+Modok) Light attack: 392 (before 15 hit combo) Light attack: 458 (after 15 hit combo) Damage per tick for 1 debuff: 98 (both before and after 15 hit combo) Black Panther With 15% Mastermins synergy (BP+Beast) Light attack: 72 (before 15 hit combo) Light attack: 82 (after 15 hit combo) Bleed per tick: 30 (before 15 hit combo) Bleed per tick: 35 (after15 hit combo) Archangel class advantage also might have played here Without any synergy Light attack: 509 Bleed per tick: 106 Poison per tick: 106 Neurotoxin per tick: 509 With 12% attack synergy (YW+AM) Light attack: 550 Bleed per tick: 112 Poison per tick: 112 Neurotoxin per tick: 550 With 15% Mastermins synergy (Doc Oc+Modok) Before 15 hit combo: Light attack: 509 Bleed per tick: 106 Poison per tick: 106 Neurotoxin per tick: 509 After 15 hit combo: Light attack: 560 Bleed per tick: 117 Poison per tick: 106 Neurotoxin per tick: 509 Sorry if the formatting is not correct, or if it looks messy. But as you can see with Archangel, if he has a synergy that boosts his attack from the start of the fight, all his debuffs get increased accordingly. But with the Masterminds synergy, he first has to attain a certain combo to get the +15% attack, and here the poison and neurotoxin are NOT increased, while the bleed is increased. If you need any further info or data, let me know.
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.
BradEnder 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. This is a seriously unethical thing to do. If you bought a product, and found out that it didn't do what it said it would, you wouldn't like that. If you then brought it to the manufacturer's attention and they said "oh we'll just change the packaging to say what it actually does" sure that fixes the issue for people who would have bought the product otherwise, but you're still left with a faulty item that you payed for and now can't return. At the very least you should refund the units to all those people who bought these masteries. People bought them thinking they would do one thing, when they actually did another. Refunds must be given out especially considering some people spent actual money on your falsely advertised items.
DNA3000 wrote: » Tman0971 wrote: » 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. @Kabam Miike I retract this statement. I was missing the part about how Courage and Assassin are tied to your or your opponents health which requires constant calculation vs other masteries, synergies, or boosts that are flat value increase regardless of health. That said... it's been many years since Courage and Assassin have been out - I would hope that the current code framework would have advanced enough by now to allow correct interaction between these two synergies and their subsequent attack boost. The problem might be that there isn't enough time in the critical loop to perform these calculations without inducing a lot of random lag into the game client. That is almost certainly why the original implementation performed the calculations on hits rather than continuously. It is possible the current framework is even more vulnerable to do these calculations because the game has more potential calculations that would have to be performed, owing to more complex game mechanics that exist now as opposed to then.
DNA3000 wrote: » I believe the descriptions should be more accurate, and they should be revised when circumstances change, but this specific situation seems to have been mostly unavoidable. It should have been detected and corrected much earlier, but the actual discrepancy itself wasn't avoidable. That can't be cause for refunds in an online game: that is far too high of a burden to place on developers. Under those conditions, I would have simply vetoed the entire notion of champions like Domino that would have exposed the technical limitation to avoid the accusations of unethical behavior. And that kind of restraint on future development is extremely detrimental to the game as a whole.