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View Full Version : Why is disorient a disadvantage?


Beesley
11-17-2005, 06:25 PM
I've been playing an Energy Melee Brute since release, and also played one in beta. Something that has always really confused and annoyed me is the fact that when stunned, a large number of enemies suddenly gain extraordinary movement powers, which they then use to flee your presence with alarming speed.

Particularly guilty of this are enemies with inherent flying abilities, such as Goldbrickers, Wyvren Wing Talons, CoT ghosts, and Arachnos Mu units. All of these have an obnoxious tendancy to fly STRAIGHT UP at around 50 MPH when stunned, preventing me from attacking them at all. Often, since most of these are ranged attackers, they just stay up there, and I'm forced to run around a corner or under an overhang so that they don't just sit up there taking potshots at me.

All of this leads me to wonder, why am I being punished for having a side effect on all of my attacks? Isn't stun supposed to be useful to me?

JohnPreston
11-17-2005, 06:30 PM
[ QUOTE ]
I've been playing an Energy Melee Brute since release, and also played one in beta. Something that has always really confused and annoyed me is the fact that when stunned, a large number of enemies suddenly gain extraordinary movement powers, which they then use to flee your presence with alarming speed.

Particularly guilty of this are enemies with inherent flying abilities, such as Goldbrickers, Wyvren Wing Talons, CoT ghosts, and Arachnos Mu units. All of these have an obnoxious tendancy to fly STRAIGHT UP at around 50 MPH when stunned, preventing me from attacking them at all. Often, since most of these are ranged attackers, they just stay up there, and I'm forced to run around a corner or under an overhang so that they don't just sit up there taking potshots at me.

All of this leads me to wonder, why am I being punished for having a side effect on all of my attacks? Isn't stun supposed to be useful to me?

[/ QUOTE ]

When you're stunned do you stand right next to the giant death machine, or wobble away?

Great_Scott
11-17-2005, 06:33 PM
No, disorient is useful on Villains, just like it is on Heroes.

Small problem: All Villain powers are Clicks. Even movement powers.

So, just like a human player, a Villain's AI says "get away, you're mezzed!".

And they do. Since they are gifted with Hurdle automatically, and since all movement powers are Clicks, they don't drop when the villain is "mezzed".

See? It's quite simple. Disorient doesn't suck, this is all just a side-effect of the game engine!

Doesn't that make you feel better? :D

Grey_Bishop
11-17-2005, 06:35 PM
[ QUOTE ]
[ QUOTE ]
I've been playing an Energy Melee Brute since release, and also played one in beta. Something that has always really confused and annoyed me is the fact that when stunned, a large number of enemies suddenly gain extraordinary movement powers, which they then use to flee your presence with alarming speed.

Particularly guilty of this are enemies with inherent flying abilities, such as Goldbrickers, Wyvren Wing Talons, CoT ghosts, and Arachnos Mu units. All of these have an obnoxious tendancy to fly STRAIGHT UP at around 50 MPH when stunned, preventing me from attacking them at all. Often, since most of these are ranged attackers, they just stay up there, and I'm forced to run around a corner or under an overhang so that they don't just sit up there taking potshots at me.

All of this leads me to wonder, why am I being punished for having a side effect on all of my attacks? Isn't stun supposed to be useful to me?

[/ QUOTE ]

When you're stunned do you stand right next to the giant death machine, or wobble away?

[/ QUOTE ]

The problem is they are not wobbling, but moving at full coordinated speed. There should be some -move penalty associated with being stunned. I think no flying while stunned would probably be appropriate as well..

Mantid
11-17-2005, 06:52 PM
[ QUOTE ]
[ QUOTE ]
When you're stunned do you stand right next to the giant death machine, or wobble away?

[/ QUOTE ]

The problem is they are not wobbling, but moving at full coordinated speed. There should be some -move penalty associated with being stunned. I think no flying while stunned would probably be appropriate as well..

[/ QUOTE ]

Yep, running at sprint speeds, jumping over walls, doing everything but wobble...

Beesley
11-17-2005, 07:36 PM
[ QUOTE ]
Doesn't that make you feel better? :D

[/ QUOTE ]
I've read your troll guide, sir. Doesn't that make you feel better? :D

And just to clear things up, I have no problems with the AI wobbling away from the unstoppable death machine that just stunned it. My problem is solely with the instances in which the wobbling does not occur.

MrQuizzles
11-17-2005, 07:48 PM
When enemy AI moves, it selects a point and says "I'm going here" and it then goes there unless something forces it to stop or a scatter effect is enabled.

If you stun an enemy directly after it says "I'm going there" and starts moving, it will continue on its way there at full speed, over any amount of obstacles. A disorient technically doesn't debuff movement, so the AI moves at full speed.

Once it's reached the targetted destination, it will wobble around as normal.

It's a byproduct of the way the AI handles movement, and yes, it's a problem.

Mantid
11-17-2005, 09:02 PM
[ QUOTE ]
When enemy AI moves, it selects a point and says "I'm going here" and it then goes there unless something forces it to stop or a scatter effect is enabled.

If you stun an enemy directly after it says "I'm going there" and starts moving, it will continue on its way there at full speed, over any amount of obstacles. A disorient technically doesn't debuff movement, so the AI moves at full speed.

Once it's reached the targetted destination, it will wobble around as normal.

It's a byproduct of the way the AI handles movement, and yes, it's a problem.

[/ QUOTE ]

Mostly true.. however it doesn't explain why some enemies will remain flying in place (no "I'm going here") after being stunned, or mearly drift down slowly...

Matt_B
11-17-2005, 09:06 PM
[ QUOTE ]
It's a byproduct of the way the AI handles movement, and yes, it's a problem.

[/ QUOTE ]It's not a problem - as designed. The Player and the AI will never be created equal. If you want to fight opponents that have to play by the same rules that you do, play PvP.

Screwloose
11-17-2005, 09:07 PM
[ QUOTE ]
[ QUOTE ]
When enemy AI moves, it selects a point and says "I'm going here" and it then goes there unless something forces it to stop or a scatter effect is enabled.

If you stun an enemy directly after it says "I'm going there" and starts moving, it will continue on its way there at full speed, over any amount of obstacles. A disorient technically doesn't debuff movement, so the AI moves at full speed.

Once it's reached the targetted destination, it will wobble around as normal.

It's a byproduct of the way the AI handles movement, and yes, it's a problem.

[/ QUOTE ]

Mostly true.. however it doesn't explain why some enemies will remain flying in place (no "I'm going here") after being stunned, or mearly drift down slowly...

[/ QUOTE ]

Fly in place is "I am going nowhere". Mob Fly is a passive power not a Toggle one. If Stun was also -Fly, -Jump and -Speed then it would have to cost more End or last a shorter duration.

Drift down slowly is the Fly equivalent of Stagger in Small Circles.

regards, Screwloose.
"I am not young enough to know everything."

geko
11-17-2005, 09:14 PM
Bug… In an upcoming patch, flying entities that are disorient will no longer behave oddly.

Beesley
11-17-2005, 09:20 PM
Excellent. Thanks for the heads up.

Screwloose
11-17-2005, 09:21 PM
[ QUOTE ]
Bug… In an upcoming patch, flying entities that are disorient will no longer behave oddly.

[/ QUOTE ]

Err, I appreciate any bug fix, but in what way won't they behave Oddly?

Will walking and jumping mobs also not behave in this Odd manner?

regards, Screwloose.
"I am not young enough to know everything."

Nozybidaj
11-17-2005, 09:31 PM
[ QUOTE ]
Bug… In an upcoming patch, flying entities that are disorient will no longer behave oddly.

[/ QUOTE ]

Any hope for a fix of non-flying entities that are behaving oddly?

Undead_Assassin
11-17-2005, 09:36 PM
[ QUOTE ]
No, disorient is useful on Villains, just like it is on Heroes.

Small problem: All Villain powers are Clicks. Even movement powers.

So, just like a human player, a Villain's AI says "get away, you're mezzed!".

And they do. Since they are gifted with Hurdle automatically, and since all movement powers are Clicks, they don't drop when the villain is "mezzed".

See? It's quite simple. Disorient doesn't suck, this is all just a side-effect of the game engine!

Doesn't that make you feel better? :D

[/ QUOTE ]
There's one thing wrong with your logic: You can't use click powers while stunned.

Anyway.. this has already been explained as a bug.

Red_Zero
11-17-2005, 09:37 PM
You mean when mobs are disoriented they won't fly away at great speed, jump tall buildings in a single bound, and move faster than a speeding bullet?

How about when the are held or immobilized? Will they still hover in mid air encased in a block of ice, or will the actually fall to the ground?

Those bugs are old old old!! And its not like they havent been bugged, I know, I have bugged them and got tired of bugging the same issue. It might not "break the game" but its very frustrating on the player side especially when faced with a difficult opponent.

_mr3_
11-17-2005, 09:38 PM
i'm gonna second screwloose on this. we've been seeing this problem in coh with all 'critters' since...the dawn of paragon. are we going to fix just flying enemies or are we going to fix them all? because everything exibits this behavior to some extent. if i'm running a toon and i get disoriented my movement ability is all but cut off. if i disorient a non-flying critter though (and flight ability doesn't make a real difference here) it will almost always glide away from me at a nice clip while under disorient (and it even looks wierd, like it's a bug). btw, up until recently that was the only thing that made cak worth taking from ma ;).

SablePhoenix
11-17-2005, 09:58 PM
Can we get a fix so perps will no longer jump out of Caltrop patches, either?

Yes, they STILL do this if they're next to a wall or staircase. Wouldn't I love to be able to duplicate this ability.

Great_Scott
11-17-2005, 10:04 PM
[ QUOTE ]
[ QUOTE ]
Doesn't that make you feel better? :D

[/ QUOTE ]
I've read your troll guide, sir. Doesn't that make you feel better? :D

And just to clear things up, I have no problems with the AI wobbling away from the unstoppable death machine that just stunned it. My problem is solely with the instances in which the wobbling does not occur.

[/ QUOTE ]

Thanks!

Really? Interesting. In that case, I recommend posting in support of "% chance increase" Enhancements.

MadScientist
11-17-2005, 10:12 PM
all those "don't let so-and-so escape" missions also have a problem with this. Once the target decides to run, they move at Sprint speed even when disoriented.

EvilRyu
11-17-2005, 10:23 PM
[ QUOTE ]
I've been playing an Energy Melee Brute since release, and also played one in beta. Something that has always really confused and annoyed me is the fact that when stunned, a large number of enemies suddenly gain extraordinary movement powers, which they then use to flee your presence with alarming speed.

Particularly guilty of this are enemies with inherent flying abilities, such as Goldbrickers, Wyvren Wing Talons, CoT ghosts, and Arachnos Mu units. All of these have an obnoxious tendancy to fly STRAIGHT UP at around 50 MPH when stunned, preventing me from attacking them at all. Often, since most of these are ranged attackers, they just stay up there, and I'm forced to run around a corner or under an overhang so that they don't just sit up there taking potshots at me.

All of this leads me to wonder, why am I being punished for having a side effect on all of my attacks? Isn't stun supposed to be useful to me?

[/ QUOTE ]I want to know why we villains in cov were never given this inherrent power? :mad:

Work_Ethic
11-17-2005, 10:54 PM
[ QUOTE ]
[ QUOTE ]
I've been playing an Energy Melee Brute since release, and also played one in beta. Something that has always really confused and annoyed me is the fact that when stunned, a large number of enemies suddenly gain extraordinary movement powers, which they then use to flee your presence with alarming speed.

Particularly guilty of this are enemies with inherent flying abilities, such as Goldbrickers, Wyvren Wing Talons, CoT ghosts, and Arachnos Mu units. All of these have an obnoxious tendancy to fly STRAIGHT UP at around 50 MPH when stunned, preventing me from attacking them at all. Often, since most of these are ranged attackers, they just stay up there, and I'm forced to run around a corner or under an overhang so that they don't just sit up there taking potshots at me.

All of this leads me to wonder, why am I being punished for having a side effect on all of my attacks? Isn't stun supposed to be useful to me?

[/ QUOTE ]I want to know why we villains in cov were never given this inherrent power? :mad:

[/ QUOTE ]

Well, for starters THAT wouldn't be "fun" would it? If you could just "run away" when having the snot knocked outta ya, you would not be playing a "fun" game. Well, it might be "great" for you but the Comp AI needs to have "fun" too.

What gets me is the incredible PLUS to defense disorient gives to the person presently drooling cranial fluid from their mouth.....

Pow!!! With a Jab to the gut!!!

Criminal is wobbling around with those nice swirlies zipping around their heads and the stars effect is a nice touch....

"Look the Son'Btch is disoriented!!!" "Oh goodie!! My Knock Out Blow is recharged- I'm gonna knock this guy to 5th dimension"
A poweful mountian crumbling- swing....and a miss.

"Well, Okay I double slotted with SO's for Acc- But HECK we ALL miss sometimes" "Haymaker is next on the good ole attack chain...I'm gonna knock this bass-turd through the Earth's upper crust!!"
A massive double axe handle crushing down with the force to knock an airliner out of the sky- swing ........and a miss.

"What....crap!! Punch is next.....hurry up now son....times a'wastin'...finish this goober!!"
A helluva spine collasping smash doward onto the skull that would kill an elephant- swing.........and a miss.

"[censored]!!!! Jeesus....I'm tired......Jab the punk beeyotch again......"
A jab flys out with enough momentum to punish a small continent-swing......and a miss.

"Damm........huh huh huh huh huh......need end rest.....left arm all tingely like.....chest is tight......toggles dropping..."

By this time the criminal has popped outta their wobbly gimped daze- looks at you and levels their nice sonic, flame throwing, stunning blow, with a nice pinch of knockback gun at you.......

With a pull of enough force to twing a guitar string on the trigger............BRRRRAAAAAPPPPAPAPAPAPAP.....


THUD.



"You can wait for an ally to revive you or you can choose to go the the hospital or to your super groups base........."


:D

Emunu
11-17-2005, 11:24 PM
[ QUOTE ]
Bug… In an upcoming patch, flying entities that are disorient will no longer behave oddly.

[/ QUOTE ]

What about non-flying enemies. When I was leveling up my Sonic Blaster, I hit a Harlequin Fencer with Screech in the largest room of a warehouse map. She jumped from the floor up to the highest rafters while stunned. It was a direct jump too, no jumping on shelves or to the second floor. straight to the ceiling from the floor.

If we can barely move, no jumping, etc.. while stunned, why do our enemies?

Spinomania
11-17-2005, 11:56 PM
[quoteAnyway.. this has already been explained as a bug.

[/ QUOTE ]

A bug since launch, April 28th, 2004.

I guess it was not on top of the bug correction list...

Alexio_DeAmore
11-17-2005, 11:56 PM
What about Malta who are still able to drain energy while flying and stunned?

Lobster
11-18-2005, 12:00 AM
[ QUOTE ]
Bug… In an upcoming patch, flying entities that are disorient will no longer behave oddly.

[/ QUOTE ]

Huh let's see..this has been a bug since when?
Oh right, CoH beta.
Complained about by players since when?
CoH beta, check.

Glad it's finally getting looked at.
A little late? Check. A dollar short? We'll see.

Stigma73
11-18-2005, 12:19 AM
Yep, problem since beta. CoH beta that is, as was stated.
If the enemy has decided to move before you hit it, it goes hyper.
If, however, you hit it before it decides to move, it stumbles about.

Rajani Isa
11-18-2005, 12:36 AM
[ QUOTE ]
Bug… In an upcoming patch, flying entities that are disorient will no longer behave oddly.

[/ QUOTE ]

What about jumpers? (Personally, I don't ever recall seeing the sprinters, but the jumpers have always been there.)

Brawl
11-18-2005, 02:08 AM
[ QUOTE ]
Since they are gifted with Hurdle automatically,

[/ QUOTE ]

haha, i wish i could have access to that form of hurdle. i've seen enemies jump literally 75 up and over a wall when stunned.

Mantid
11-18-2005, 03:59 AM
[ QUOTE ]
[ QUOTE ]
It's a byproduct of the way the AI handles movement, and yes, it's a problem.

[/ QUOTE ]It's not a problem - as designed. The Player and the AI will never be created equal. If you want to fight opponents that have to play by the same rules that you do, play PvP.

[/ QUOTE ]

Mind you that you will probly have to play by different rule in PvP then you do in PvE... what AT doesn't have powers that behave differently in PvP? :p

Pep_Cat
11-18-2005, 05:27 AM
I'm chiming in here, too, because with my Energy brute, and ED, I'm actually wanting to slot a disorient SO in my attacks (especially Total Focus and Bonesmasher, as they seem to have the highest chance of causing a stun). Plus, I'm getting Stun, so that I can deliberately disorient an opponent.

I'm glad that the flying/hovering enemies won't go taking off again, but that doesn't fix the fast movement, and jumping, that other disoriented enemies get.

Holds work the same on enemies as they do players.
Immoblizes work the same way on enemies as they do players.
Sleeps work the same way on enemies as they do players.

So why do disorients work differently?

ED stands for "enhancement diversity", and for the first time since CoH's launch, I have a reason to slot attacks with something other than acc/dam enhancers, but I'm concerned that stacked disorients on an enemy will cause more trouble than it's worth. :(

Optanite
11-18-2005, 05:48 AM
[ QUOTE ]
Bug… In an upcoming patch, flying entities that are disorient will no longer behave oddly.

[/ QUOTE ]
I think this bug has been around for a long time. Wouldn't the patch of always been upcoming if the fix for it has been worked on this long? :p

reiella
11-18-2005, 05:57 AM
[ QUOTE ]
[ QUOTE ]
No, disorient is useful on Villains, just like it is on Heroes.

Small problem: All Villain powers are Clicks. Even movement powers.

So, just like a human player, a Villain's AI says "get away, you're mezzed!".

And they do. Since they are gifted with Hurdle automatically, and since all movement powers are Clicks, they don't drop when the villain is "mezzed".

See? It's quite simple. Disorient doesn't suck, this is all just a side-effect of the game engine!

Doesn't that make you feel better? :D

[/ QUOTE ]
There's one thing wrong with your logic: You can't use click powers while stunned.

Anyway.. this has already been explained as a bug.

[/ QUOTE ]

The actual problem with their logic is that the powers are Auto, not click :).

Steele_Magnolia
11-18-2005, 06:23 AM
The incredible leaps, faster-than-normal speed, completely missing trip mines, jumping out of caltrops of mobs has been a problem for a LONG time.

NOW it is getting fixed?!? I'm grateful, really, I'm just wondering why the 16 months we COH players have been complaining about it weren't good enough, that it took COV to get some action on this.

JusticeZero
11-18-2005, 07:08 AM
Maybe they've been trying to fix it the whole time and just now figured out where the problem was coming from exactly. It's probably tucked inside some labyrinthine block of code that doesn't look like it has anything to do with it.

InfernalNight
11-18-2005, 07:21 AM
[ QUOTE ]
[ QUOTE ]
Bug… In an upcoming patch, flying entities that are disorient will no longer behave oddly.

[/ QUOTE ]
I think this bug has been around for a long time. Wouldn't the patch of always been upcoming if the fix for it has been worked on this long? :p

[/ QUOTE ]It has been around forever. Just ask anyone with Oppressive Gloom, sometimes you feel like you've entered the Olypmics because a group of stunned foes will suddenly be able to leap with perfect precision to the crossbeams at the top of a warehouse or even onto the hanging lights. Also funny watching Freakshow and the flying CoT fly straight away at max speed from you while supposedly stunned. The moving at full speed in a straight line after stunned is easy to demonstrate. It happens all the time when I duo my corruptor, I'll pull a foe with Moonbeam, the EM brute will be standing ahead of me but out of LOS of the foe, foe runs by the "hidden" brute, gets smacked and stunned by brute, but continues to run all the way up to me while stunned (sometimes this can be quite a large distance), THEN starts wobbling around.

Here's to hoping it's more than just the flying while disoriented that gets fixed. :D

Thrush
11-18-2005, 07:27 AM
Block of ice and other held foes suspended in the air, no big deal. I'm guessing the 600 self-identified level 50s in the Triumph forums have all contended with this situation somehow. meh...

Leaping on to tall buildings in a single bound as a level 6 Hellion, irritating but coped with somehow by everyone from day 1. meh...

Disorient allowing flight away at incredible speeds seems like more than that, so was VERY pleased to see Geko respond and identify that it is a bug.

This strikes me as an excellent opportunity to demonstrate their legitimate interest in diversifying enhancements. If disorient worked on foes in the same way being stunned after using an awaken worked on us, then disorient enhancements would become much more sought after.

I'm looking forward to reading "fixed disorient bug" in an upcoming patch update, maybe as a solstice/christmas/hannukah/kwanzaa present?

Glowworm_Nexus
11-18-2005, 07:29 AM
[ QUOTE ]
[ QUOTE ]
No, disorient is useful on Villains, just like it is on Heroes.

Small problem: All Villain powers are Clicks. Even movement powers.

So, just like a human player, a Villain's AI says "get away, you're mezzed!".

And they do. Since they are gifted with Hurdle automatically, and since all movement powers are Clicks, they don't drop when the villain is "mezzed".

See? It's quite simple. Disorient doesn't suck, this is all just a side-effect of the game engine!

Doesn't that make you feel better? :D

[/ QUOTE ]
There's one thing wrong with your logic: You can't use click powers while stunned.

Anyway.. this has already been explained as a bug.

[/ QUOTE ]

Any click powers that are on when you get stunned stay on. Hasten doesn't drop just because you get stunned nor does Practiced Brawler. Since all NPC movement powers are click powers if you stun someone while they are flying they stay flying. I believe that if you stun someone who can fly but is not flying then they do not fly away, they walk away. But I haven't tested that; it's just what I've observed and remember from normal fights. -Note- some NPCs (CoT Ghosts) are always flying so they are especially problematic for stunners.

Glowworm_Nexus
11-18-2005, 07:37 AM
[ QUOTE ]
Holds work the same on enemies as they do players.
Immoblizes work the same way on enemies as they do players.
Sleeps work the same way on enemies as they do players.

So why do disorients work differently?


[/ QUOTE ]

Actually holds & sleeps stop all movement powers on players where as they don't drop the perma-hover that NPCs have access to. Only the holds that have an additional -Fly component do that. If I sleep a CoT Ghost he just stays in the air asleep. But yes, I agree with your point.

fuzzy_chainsaw
11-18-2005, 07:44 AM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
No, disorient is useful on Villains, just like it is on Heroes.

Small problem: All Villain powers are Clicks. Even movement powers.

So, just like a human player, a Villain's AI says "get away, you're mezzed!".

And they do. Since they are gifted with Hurdle automatically, and since all movement powers are Clicks, they don't drop when the villain is "mezzed".

See? It's quite simple. Disorient doesn't suck, this is all just a side-effect of the game engine!

Doesn't that make you feel better? :D

[/ QUOTE ]
There's one thing wrong with your logic: You can't use click powers while stunned.

Anyway.. this has already been explained as a bug.

[/ QUOTE ]

Any click powers that are on when you get stunned stay on. Hasten doesn't drop just because you get stunned nor does Practiced Brawler. Since all NPC movement powers are click powers if you stun someone while they are flying they stay flying. I believe that if you stun someone who can fly but is not flying then they do not fly away, they walk away. But I haven't tested that; it's just what I've observed and remember from normal fights. -Note- some NPCs (CoT Ghosts) are always flying so they are especially problematic for stunners.

[/ QUOTE ]

I think an easy way to nail the flying disorient bug is to attach an inherent -Fly to Disorient. Even things with auto fly get grounded with this (so far only tested on Prototype Oscillators). Well, as grounded as they can get. This way they can still stagger around, sprint off, and leap but they won't fly away.

Maybe a solution for the PvE disorient would be to have a -speed on it as well. That way if they do sprint off maybe they'll do so slowly?

Kodai2
11-18-2005, 07:54 AM
[ QUOTE ]
Bug… In an upcoming patch, flying entities that are disorient will no longer behave oddly.

[/ QUOTE ]

Will they still be able to run (stagger) away at top speed? When I get stunned, I can barely move.

Monsieur_Adam
11-18-2005, 07:57 AM
[ QUOTE ]
Bug… In an upcoming patch, flying entities that are disorient will no longer behave oddly.

[/ QUOTE ]

Huh.

This has been a bug since, around launch I wanna say.

Kinda convienent you're finally looking into it with the most recent "melee attacks auto missing" bug.

Giant_Avenger
11-18-2005, 08:11 AM
Wow, are they finally going to change the stun modifier to movement from the +movement power that gives stunned mobs superspeed/super Jump/fly to the - movement that we get?... kind of about time isn't it?

Ohmage
11-18-2005, 08:34 AM
you're right Reiella,

[ QUOTE ]
The actual problem with their logic is that the powers are Auto, not click .

[/ QUOTE ]

It is not true that all NPC powers are clicks... if they were, we could not drop toggles such as shamans hurricanes and crey rad infections etc. (lots of NPC toggles exist) disorients drop these toggles as easily and they are dropped on player characters.

Many NPC powers are different from heroes and the movement powers are in that category, they are Auto or inherent. Some villain phase shift powers are inherent also which can be very irritating since they can't be dropped with a lucky, well timed hold.

Q_Arkhan
11-18-2005, 09:08 AM
Put a SLOW or Immob on the disorient and the problem is solved.

I'm a big Oppressive Gloom user, so I experience the issue as much as any other powerset, and its not that big a deal. Annoying, yes, occasionally painful, sure.

Game-breaking, no.

I'd rather see them implement the Faultline trial first, maybe with LUSCA trying to tear it down.

_mr3_
11-18-2005, 09:38 AM
you know what? it just dawned on me. remember the patrol bug last issue where you'd zone into a map and patrol mobs would zip around like they were late for a meeting? it didn't seem like a big deal, the problem was probably something minor like the server starting its patrol mobs on their patrol scripts when your client started the map load...so then when you finished zoning in you'd see the patrols playing 'catch-up' on your machine (when they were really already caught-up on the server). the mish script on the client must have been saying 'these patrol guys start here'...but when you finish zoning the server was saying 'nahnah they're way way over here now 10 seconds into their patrol'.

the movement of those patrol mobs was just like the movement of disoriented mobs: the animation of disorient like the animation of patrol creeping doesn't match the move speed/direction we see onscreen. because the mapserver was doing something a little different than our clients.

so here's a guess: the client's got this rule that disoriented foes get -speed and -fly (you can tell since foes that come at you fast on the ground while disoriented are using that slow walk animation). the server doesn't...or doesn't in all cases of running and flying.

i'm hoping what always looked like the dev intent is what we get: running disoriented mobs look goofy. like they were intented to only creep along, fly ability or no. ;)

9783_Dollar_Man
11-18-2005, 10:33 AM
[ QUOTE ]
Bug… In an upcoming patch, flying entities that are disorient will no longer behave oddly.

[/ QUOTE ]

Any chance that you could also have disorient include -jump, the way it does for PCs?

Somehero
11-18-2005, 01:53 PM
[ QUOTE ]
Bug… In an upcoming patch, flying entities that are disorient will no longer behave oddly.

[/ QUOTE ]

Awesome, that bugs been kicking around since pre-Issue 1

Starwaster
11-18-2005, 05:34 PM
I third that. This long standing bug has to be fixed for all opponents and their modes of movement. Stunned opponents should act stunned and they should have their movement restricted to what ours is. If they are flying creatures for whom flight is not a normal state then they should be grounded and incapable of flight until the stun wears off and they are then able to resume flight.

And above all, other players should stop sugar coating this and mollycoddling the 'devs'. Recognize a bug as a bug. (and one for whom a fix is long overdue)

Nethergoat
11-18-2005, 07:27 PM
[ QUOTE ]
[ QUOTE ]
Bug… In an upcoming patch, flying entities that are disorient will no longer behave oddly.

[/ QUOTE ]

Huh.

This has been a bug since, around launch I wanna say.

[/ QUOTE ]

And I wanna agree with you. =D

Dogstar_NA
11-19-2005, 09:24 AM
[ QUOTE ]
Bug… In an upcoming patch, flying entities that are disorient will no longer behave oddly.

[/ QUOTE ]

Took you long enough to notice this 'bug' despite the fact that martial arts scrappers and superstrength tankers have had the problem since day one.

DojhromTRW
03-21-2006, 10:52 AM
[ QUOTE ]
[ QUOTE ]
Bug… In an upcoming patch, flying entities that are disorient will no longer behave oddly.

[/ QUOTE ]

Took you long enough to notice this 'bug' despite the fact that martial arts scrappers and superstrength tankers have had the problem since day one.

[/ QUOTE ]

This bug still exists. I used a Total Focus with my stalker on a gold Bricker and I Energy Transfered his wingman. They immediately took to the air and few far as they possibly could doing the druken dance the whole time.

EvilGeko
03-21-2006, 11:03 AM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Bug… In an upcoming patch, flying entities that are disorient will no longer behave oddly.

[/ QUOTE ]

Took you long enough to notice this 'bug' despite the fact that martial arts scrappers and superstrength tankers have had the problem since day one.

[/ QUOTE ]

This bug still exists. I used a Total Focus with my stalker on a gold Bricker and I Energy Transfered his wingman. They immediately took to the air and few far as they possibly could doing the druken dance the whole time.

[/ QUOTE ]

Hmm.. an effective necro-post that's still on topic. Well played.

DojhromTRW received 2345 xp toward his next necromany level!

:D

glycerine
03-21-2006, 11:44 PM
When is the upcoming patch anyway? I remember seeing that post a few months ago. Is it implemented ?