TheSpicyKnight wrote: » Demonzfyre wrote: » @ContestOfNoobs what would cause it? Suicides since it takes a portion of total health instead of a fixed amount combined with the fact that Sinister can pause DoT debuffs
Demonzfyre wrote: » @ContestOfNoobs what would cause it?
Kabam Miike wrote: » Yes. This is definitely a bug. It seems to be caused by Deep wounds referencing the Health of the opponent instead of Mr Sinister, like it should have. We're working on a fix for this right now.
hope4tg wrote: » Kabam Miike wrote: » Yes. This is definitely a bug. It seems to be caused by Deep wounds referencing the Health of the opponent instead of Mr Sinister, like it should have. We're working on a fix for this right now. "... like it should have." Mike, I agree that this interaction is simply OP and should be removed due to just how unbalanced it is but it is not a bug. It is behaving correctly per the ability description. A bug is the unexpected behaviour of a piece of software but this is behaving as it is expected. It is so expected that it was the among the first things that was tested by content creators. The description says that the debuff itself will be transfered, not the damage from the debuff. What will happen with other percentage based debuffs such as degen, bleed or poison nodes? Will you change the description? Please keep us updated and inform us as to what kind of exact solution you went with, as it is VERY important for us to know this.
Kabam Miike wrote: » hope4tg wrote: » Kabam Miike wrote: » Yes. This is definitely a bug. It seems to be caused by Deep wounds referencing the Health of the opponent instead of Mr Sinister, like it should have. We're working on a fix for this right now. "... like it should have." Mike, I agree that this interaction is simply OP and should be removed due to just how unbalanced it is but it is not a bug. It is behaving correctly per the ability description. A bug is the unexpected behaviour of a piece of software but this is behaving as it is expected. It is so expected that it was the among the first things that was tested by content creators. The description says that the debuff itself will be transfered, not the damage from the debuff. What will happen with other percentage based debuffs such as degen, bleed or poison nodes? Will you change the description? Please keep us updated and inform us as to what kind of exact solution you went with, as it is VERY important for us to know this. The Debuff should be based on the strength of the Debuff on Mr Sinister. But right now, it's basing the damage on the Opponent's health. This is not the intended effect.
Kabam Miike wrote: » [ The Debuff should be based on the strength of the Debuff on Mr Sinister. But right now, it's basing the damage on the Opponent's health. This is not the intended effect.
Kabam Miike wrote: » Prime_Saviour02 wrote: » Bet this gets fixed by tonight It want it fixed in the next hour... A bug that we can identify this quickly should be addressed as fast as possible. I know this is going to quickly turn into a case of "Fixing bugs that help players right away, etc.", but that's again ignoring the countless bugs that hurt players that we scramble to fix right away. This is a server side fix, and will be fixed as soon as it can be.
Prime_Saviour02 wrote: » Bet this gets fixed by tonight
Kpatrix wrote: » It wouldn't be that OP if sinister was used on defense with suicides. Not as OP as the video anyway. It's basically doing 20% health over 4 seconds like double edge mastery normally does in 16 seconds. Your champ would lose a good deal of health, but it's better than the other way of having it deal 20% of a boosted boss' health back at you I think it is working as it was designed, the devs were just short sighted in a 3m hp opponent like in LoL. If they push a fix that transfers the damage sinister would take then it is definitely worse for players.
Darkness275 wrote: » Kabam Miike wrote: » Prime_Saviour02 wrote: » Bet this gets fixed by tonight It want it fixed in the next hour... A bug that we can identify this quickly should be addressed as fast as possible. I know this is going to quickly turn into a case of "Fixing bugs that help players right away, etc.", but that's again ignoring the countless bugs that hurt players that we scramble to fix right away. This is a server side fix, and will be fixed as soon as it can be. In fairness, this IS a bug that would hurt the player as well. I'm imagining a Sinister with suicides on defense... one SP1 and anyone is dead.
Zuro wrote: » If I’m being real here I really don’t think this should be patch it would be an amazing idea for this to be left here as people can use him for defence and before you say it would be too OP on defence simply evade it so personally I think this should be left in the game
Magrailothos wrote: » Sinister's bio makes clear that he was conceived as a defender; particularly a counter to attackers like Corvus and Blade. This kind of damage is exactly what Sinister was designed to do. In defense! The bio clearly states that he compresses damaging debuffs and passes them back to the attacker with a simple SP1; and that this is completely unavoidable by the recipient. That he is specifically intended to do this with Double Edge. Let's face it, with this ability it's sensible to simply avoid taking champs who inflict debuffs against him. Particularly since many of the strong bleed champs are skill-based. But if you unlock Double Edge, he gets his own pool of massive damage to throw unavoidably with his SP1. Like Ghost, Omega Red, Emma Frost and Diablo, this is a champ intended to make suicide masteries really pay off with little or no downside. So his champ design makes suicides very desirable; and very effective sources of high damage. It seems that this champion is working as intended, but that the consequences of him 'working as intended' simply weren't fully explored; once he gets put into an offensive mode. A+ for the design team; whom I'm sure ticked all the boxes they were asked to tick. F for the testing team; who didn't ask themselves 'what about LOL or variant'. I'm interested to see how he gets 'rebalanced'. I'm sure he'll still be able to do pretty impressive damage using Double Edge/SP1; as a defender on a +200% health node.
Magrailothos wrote: » Zuro wrote: » If I’m being real here I really don’t think this should be patch it would be an amazing idea for this to be left here as people can use him for defence and before you say it would be too OP on defence simply evade it so personally I think this should be left in the game You can't evade it or block it. It says so very clearly in the SP1 description. Still don't think it's OP?
mum_m2 wrote: » hope4tg wrote: » Kabam Miike wrote: » Yes. This is definitely a bug. It seems to be caused by Deep wounds referencing the Health of the opponent instead of Mr Sinister, like it should have. We're working on a fix for this right now. "... like it should have." Mike, I agree that this interaction is simply OP and should be removed due to just how unbalanced it is but it is not a bug. It is behaving correctly per the ability description. A bug is the unexpected behaviour of a piece of software but this is behaving as it is expected. It is so expected that it was the among the first things that was tested by content creators. The description says that the debuff itself will be transfered, not the damage from the debuff. What will happen with other percentage based debuffs such as degen, bleed or poison nodes? Will you change the description? Please keep us updated and inform us as to what kind of exact solution you went with, as it is VERY important for us to know this. I agree with you whole-heartedly here, the description of that ability is probably written incorrectly. they have a history of doing this sort of thing but honestly, do you think the developers of the game intended for this ability to be that strong??? it would break the game honestly - LOL would be dealt with in less than 1 hour per path. you could have it done in less than a day with a 4*. no thanks, and I'm happy they are fixing him. unlike many people I want to play this game at a challenging level, and not walk through it.
Greywarden wrote: » Kabam Miike wrote: » hope4tg wrote: » Kabam Miike wrote: » Yes. This is definitely a bug. It seems to be caused by Deep wounds referencing the Health of the opponent instead of Mr Sinister, like it should have. We're working on a fix for this right now. "... like it should have." Mike, I agree that this interaction is simply OP and should be removed due to just how unbalanced it is but it is not a bug. It is behaving correctly per the ability description. A bug is the unexpected behaviour of a piece of software but this is behaving as it is expected. It is so expected that it was the among the first things that was tested by content creators. The description says that the debuff itself will be transfered, not the damage from the debuff. What will happen with other percentage based debuffs such as degen, bleed or poison nodes? Will you change the description? Please keep us updated and inform us as to what kind of exact solution you went with, as it is VERY important for us to know this. The Debuff should be based on the strength of the Debuff on Mr Sinister. But right now, it's basing the damage on the Opponent's health. This is not the intended effect. So then what will happen in war for a Mr Sinister whose health is scaled up? What happens with LC which technically has an infinite duration? There are ways to play around the debuffs being transferred i.e. not letting him get enough power for an sp1 and letting the bleed from DE fall off but the LC poison seems unavoidable without an immue champ. Would really appreciate feedback on this as it's been asked a few times already.