Slayer Potions -- I believe fixed
Holy crap that’d be great.
Sad day in my opinion. -19% less damage is quite big.
Sad day in my opinion. -19% less damage is quite big.
It’s true, it was like extra zerker mode… take more damage but deal more damage.
Just checked it with -8% damage from undead with a Risen Plaguebearer and “Flurry of Bites.” That skill has 5 mini-attacks, all with the same damage except the mini attacks can individually crit for 150% damage.
I got 314 damage without the potion and 289 with — which is -8% damage. No crits happened here because 150% crit damage would be easily detectable.
So the only question is:
Why the stealth fix? I guess the bug was so embarrassing that they didn’t want it to show up in the update notes.
IMO, the mechanics are actually better when you have to decide whether taking more damage is a worthwhile trade for dealing more damage.
“Fixed an issue in which the Powerful Potion of Slaying Scarlet’s Armies was causing players to take additional damage from Scarlet’s forces.”
This could be a universal fix, not just Scarlet potions.
(edited by frifox.5283)
“Fixed an issue in which the Powerful Potion of Slaying Scarlet’s Armies was causing players to take additional damage from Scarlet’s forces.”
This could be a universal fix, not just Scarlet potions.
Does this mean the Scarlet army potions were still bugged while the other ones were fixed? Or that they fixed them all, but again, are too embarrassed to admit in the update notes that they were all bugged?
Does this mean the Scarlet army potions were still bugged while the other ones were fixed? Or that they fixed them all, but again, are too embarrassed to admit in the update notes that they were all bugged?
That’s pretty funny if it was the latter. 24 hours of a living story update to finally get it fixed.
Thank you scarlet!
To be honest, I never noticed an issue, me and a friend tested them when the first postings of them being potentially bugged came out, and I set my toughness/armor to a point where I could take 10,000 damage from a specific undead foe(s), or as close to it as possible, then the potion would either have been ~9,000 or up to ~11,000, and it was closer to 9k every time, I’m looking for the video on his stream channel but I didn’t think to save it so I’m not sure if it’s even there anymore.
Restore that which was lost. And all shall be as one.”
the second theory!
- doranduck, 2016 on Lore in Raids
Scarlet did it all!
Thank you scarlet!
+1
Problem with potions used in dungeons and fractals? 4 month wait since bug report
Problem with potions used in the living story? 24 hour emergency fix
Who would’ve imagined that the LS could actually bring something good to the dungeon community?
“You’re a bitter man," said Candide.
“That’s because I’ve lived in the dungeon forum,” said Martin.
Problem with potions used in dungeons and fractals? 4 month wait since bug report
Problem with potions used in the living story? 24 hour emergency fixWho would’ve imagined that the LS could actually bring something good to the dungeon community?
They probably figured out the issue from the new potion in this LS? Who knows.
This is the saddest thing I have read today.
This is the saddest thing I have read today.
+1
Considering the timing it seems pretty obvious to me that they fixed potion because they affected potions they introduced for dat Living Story. Which is to say, it proves they can do something in 24 hours when they want to. They just didn’t care.
Considering the timing it seems pretty obvious to me that they fixed potion because they affected potions they introduced for dat Living Story. Which is to say, it proves they can do something in 24 hours when they want to. They just didn’t care.
Yep. That’s it. I’m sure they could also fix all the dodge bugs, if they actually cared to. But why would they, when their precious, average casual doesn’t even know what dodge is unless they accidentally double-tap s or w?
It’s extremely saddening, getting a fix because it eventually involved Scarlet…
It might be however, that they were working on a fix to be released with this new batch of slaying potions for a while now actually. And someone just forgot to implement it in the first release.
While I to happen to fall into the camp that believes it got hotfixed because it is part of a living story release, what I wrote above at least is a possibility.
Either way, even if it was a fix that was scheduled/planned some time ago, it again sends a rather clear message: unless it’s part of the living story, don’t hold your breath for things pve wise.
you may keep them to rear new and interesting variants in your basement.
Dunno, I tested the undead slaying potions after the main update but before hotfix in the other thread and they seemed to reduce damage.
It’s unclear to me if anyone ACTUALLY tested scarlet slaying potions during this time.
A shame. All that needed changing was the tooltip.
Just checked it with -8% damage from undead with a Risen Plaguebearer and “Flurry of Bites.” That skill has 5 mini-attacks, all with the same damage except the mini attacks can individually crit for 150% damage.
I got 314 damage without the potion and 289 with — which is -8% damage. No crits happened here because 150% crit damage would be easily detectable.
So the only question is:
Why the stealth fix? I guess the bug was so embarrassing that they didn’t want it to show up in the update notes.
IMO, the mechanics are actually better when you have to decide whether taking more damage is a worthwhile trade for dealing more damage.
Well they did mention it in the original /bugs thread so I guess anyone who was following the issue already sorta knew about it.
Leaving stuff out of the patch notes isn’t really new either and doesn’t seem to be for any particular thing(aside from exploits being purposely left out).
Felt like such a yolomancer popping Potent Potions.
“+10% damage taken? COME AT ME BRO”
This is really sad. Why did the devs only respond to this problem when it involved Living Story? Potions have been bugged for months, and only now do they fix them.
This is really sad. Why did the devs only respond to this problem when it involved Living Story? Potions have been bugged for months, and only now do they fix them.
It means in the future when reporting a bug, you must make sure to explain how it affects the Living Story and you must let the bug be known to the Living Story zerg so that they can help induce action.
Excuse me but I find that the lack of new dungeon content is hurting my living story immersion. Devs? Devs pls?
Heading there, Swifty: https://forum-en.gw2archive.eu/forum/livingworld/lwd
D:
- doranduck, 2016 on Lore in Raids
We need a new living story dungeon. That might give at least the flawed host-system enough exposure to get adressed.
Although even the TA Aetherblade path didn’t get that done and the number of ragequits in that was incredible in the beginning, so I might guess wrong.
you may keep them to rear new and interesting variants in your basement.
I’m not against new dungeons, but PLEASE don’t remove existing dungeon paths to make room for them. I would rather any new dungeon paths get added as “Elite Paths” accessed by talking to the NPC outside. (I’d love it if the Aetherpath got this treatment, and TA got reverted back to its old design. With Fyonna’s spiders at the last boss getting fixed, of course.)
This is really sad. Why did the devs only respond to this problem when it involved Living Story? Potions have been bugged for months, and only now do they fix them.
I would like to think that they fixed the issue before the update, and THEN decided to make a LS potion to showcase how they fixed the bugged.
I know this isn’t true, but I can still believe.
Apparently, they fixed the bug in the Tuesday patch, but not for the Living Story potions. That alone required another hotfix on Wednesday.
Apparently, they fixed the bug in the Tuesday patch, but not for the Living Story potions. That alone required another hotfix on Wednesday.
There’s no evidence for this that I’m aware of. If they had put it in the update notes on Tuesday’s patch, then I’d maybe believe it, but they didn’t.
In fact, I seem to recall a post saying they weren’t fixed (search doesn’t work).
In any case, I’m a bit surprised each individual potion (dredge, inquest, etc.) holds its own stats instead of “powerful potion” of XXX always automatically means +10% outgoing damage and -10% incoming damage.
Apparently, they fixed the bug in the Tuesday patch, but not for the Living Story potions. That alone required another hotfix on Wednesday.
There’s no evidence for this that I’m aware of. If they had put it in the update notes on Tuesday’s patch, then I’d maybe believe it, but they didn’t.
In fact, I seem to recall a post saying they weren’t fixed (search doesn’t work).
In any case, I’m a bit surprised each individual potion (dredge, inquest, etc.) holds its own stats instead of “powerful potion” of XXX always automatically means +10% outgoing damage and -10% incoming damage.
I didn’t save the devpost that claimed this. I’ll see if I can find it.
Aha, here we are:
In particular,
All of the potions were fixed with the update on Tuesday, but the release note got missed. It was while I was confirming that the fix went out that I spotted the issue with the Scarlet’s Armies potion, so that got fixed in the later update.
Aha, here we are:
In particular,
All of the potions were fixed with the update on Tuesday, but the release note got missed. It was while I was confirming that the fix went out that I spotted the issue with the Scarlet’s Armies potion, so that got fixed in the later update.
Thanks for looking it up…
Unfortunately, this was posted after the second patch went live when it was too late to check. Is there any evidence from between the two patches?
Aha, here we are:
In particular,
All of the potions were fixed with the update on Tuesday, but the release note got missed. It was while I was confirming that the fix went out that I spotted the issue with the Scarlet’s Armies potion, so that got fixed in the later update.
Thanks for looking it up…
Unfortunately, this was posted after the second patch went live when it was too late to check. Is there any evidence from between the two patches?
Nope!
As it seems that this was the dev actually responsible for the fix, I’m inclined to give him the benefit of the doubt. Whether you choose to is up to you, but it’s reasonable to not believe them.
Anyway, whether or not they were all fixed at once, they were only fixed once a similar mechanic became important in Living Story— that much is certainly true, and I think is at the heart of what you are getting at.
In any case, now that it’s fixed, I find it a bit boring in that each level of potion is strictly better than the previous making it a no-brainer which to use. It was more interesting when you had to “get better,” or weigh the consequences in order to use the higher level potions.
(Of course, having the description and the effect be different is unacceptable.)
(edited by Lord Kuru.3685)
Are people really complaining about this? After complaining about how they were broken for months?
Some people really are impossible to please, it seems.
And who is complaining now? Sorry, we did our best but couldn’t please you.
Most people aren’t complaining about the fix per se I think. Some are, because they liked the double edged sword aspect of the potions because they perfectly fit the risk/reward theme in that.
Most however complain about the timing of the implementation and the implications of said implementation, I think.
I at least fall into the latter category.
you may keep them to rear new and interesting variants in your basement.