Ben wrote:
Wolffhardt wrote:
I get it - Just imagining how mechanics would work of what you describe, technically if I start casting Quake on a mob.. everyone around me isn't supposed to wait for me to finish and claim the mob.
Some things are instant, and have various ranges, for balance reasons. Having an ability that can take claim from someone else is game-breaking.
If it actually steals yes. If it just claims instantly like many other jobs, not at all. Should it be fixed? Absolutely. Is it gamebreaking? No. Adding another job to the list of fast claimers is not a big deal. If there is something else going on I trust Nasomi is doing the right thing to prevent exploiting. Don't actually trust him to fix it however which is sad for PUP considering the state it was already in. Any other job would have had something this big be a priority I feel, but with PUP I wouldn't be surprised if Nas just leaves it for when he feels like dealing with it, which for all I know and from what I've seen in my admittedly limited time here might mean in many months. If that.
The main thing is: deploy
is fundamentally broken. Let's call it "Backloaded". It puts you one notch higher in the hierarchy than EVERY other PC. The utility the Automaton offered greatly overshadowed any other subjob choices no matter what class I mained. If I use deploy, and my automaton is across the map all it has to do is come in and last hit "your" mob. This gives me a huge advantage where I can send my puppet out after a MOB, and run immediately to the next mob I'm hunting. I play on a Chromebook and generally get less than 20FPS. Even with that handicap, I was able to bully anyone out of any area I camped. With NO exceptions. Friends would send me /tells asking for me to strong-arm people out of areas they were trying to farm in. The automaton's health bar will "depop" at a certain range. When the health bar becomes visible again I know that my target is dead and my automaton has warped back to me -- and I send it then, immediately, to the next MOB.
If I see you going for a mob I want, but my Puppet is fighting another MOB -- Guess what -- I'm going to deploy it on the MOB you want, and as the automaton is running to steal the last few hits on your mob I will clean up the remaining HP on the previous mob, which was trained to me by my automaton. If people gave me attitude or had toxic correspondence with me, which happens a lot when you're fighting over MOBs, I would punish them heavily for it. --And THAT is where the problem is. No job is supposed to have the raw control to preemptively DOTA-style deny someone from the MOBs they are hunting.
This may even just be the surface of how exploitable the job was, like I mentioned before, I wasn't outwardly looking for exploits. I just learned the idiosyncrasies of the job.
It reminds me of stacking "backloaded" animations to do burst damage in other MMOs, but to the extreme, because this isn't a game where you need 30+ bindings. This isn't something like cancelling an animation in a fighting game, which might be considered "meta", because the skill ceiling in this game is incredibly low (unless you count raw knowledge as skill, which it's not), so things like this are "gamebreaking". Just like toggling auto attack on 2H classes was gamebreaking.
I personally saw a big spike in PUP population, directly related to players who witnessed me either farming Air Elementals and/or Poison Leeches.