Some area attacks with a red zone can't be avoided, or are at least much harder to avoid than they should, because the game doesn't check whether players are inside the zone at the time the attack happens but some instants, in some cases several seconds, before.
What happens is : the red zone appears, the game sees a player inside the zone, the player leaves the zone, the attack happens and the player gets hit anyway.
Some of these attacks will even drag you back into the spot you were standing at when the red zone appeared.
One could think that this is due to server lag but I can avoid all other red zone attacks in the game at the last second without a problem. The ones listed here clearly have a problem.
Here are the ones I have found so far :
- Iron Golem (many different versions) : Dazing Fist (stun effect)
- Baphomet : Wall of Stone (stun effect)
- Avatar of Orcus : Plummet (pushback effect), I'm not sure of the name but it is his only red area attack
- Yuan-Ti Zealot : Deepclaw (knockdown effect) and the fear skill, I don't know its name because it doesn't appear on the combat log. The Fang of Dendar (hunt target) and the mini-boss in the house of crocodile (weekly version) also use these two skills
I find when your using your dodge to get out the animation of the dodge needs to be completed to avoid those red splats. If your visually out and the dodge is still in animation you still get hit.
DC slide should allow for invulnerability while in animation... it works like that for other splats I can slide right through or out of the red splats going uphill in FBI, for instance, but if I'm anywhere near one of the exploding dead guys in RD, though well out of the actual splat, I get knocked back I've never tested it methodically... I'll check it out tonight
I see which mobs in RD you mean i'll check their name later today.
There may in fact be two different problems, some not checking at the right time and some not accounting for last minute dodge, shift, slide...
Control immunity is a different story since devs clearly stated that they intend some control skills to disregard control immunity and even updated some tooltips to say "immunity to most control effects".
> @preechr#2215 said: > DC slide should allow for invulnerability while in animation... it works like that for other splats > I can slide right through or out of the red splats going uphill in FBI, for instance, but if I'm anywhere near one of the exploding dead guys in RD, though well out of the actual splat, I get knocked back > I've never tested it methodically... I'll check it out tonight
Never paid much attention up the hill in FBI but hati is a problem while sliding on my dc and so is orcus in t9g with the push back move. I'm on PS4 if it matters.
I also tested the iron golem attack some more with a paladin.
It doesn't stun through immunity. Leaving the red zone at the last moment by moving not by dodging still stuns you. So it's not just a problem with dodges.
One of my major gripes has to do with Drufi. When she swings down (which can one-shot anyone) there is NO red zone, i.e. no indication whatsoever how far away you have to be. To add insult to injury, if you have aggro and try to dodge, she automatically spins to face you even as she is swinging down -- making it IMPOSSIBLE to dodge to the side, since there is no "side". IMO that is ridiculously unfair.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
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therealprotexMember, NW M9 PlaytestPosts: 526Arc User
Some area attacks with a red zone can't be avoided, or are at least much harder to avoid than they should, because the game doesn't check whether players are inside the zone at the time the attack happens but some instants, in some cases several seconds, before.
What happens is : the red zone appears, the game sees a player inside the zone, the player leaves the zone, the attack happens and the player gets hit anyway.
Some of these attacks will even drag you back into the spot you were standing at when the red zone appeared.
One could think that this is due to server lag but I can avoid all other red zone attacks in the game at the last second without a problem. The ones listed here clearly have a problem.
Here are the ones I have found so far :
- Iron Golem (many different versions) : Dazing Fist (stun effect)
- Baphomet : Wall of Stone (stun effect)
- Avatar of Orcus : Plummet (pushback effect), I'm not sure of the name but it is his only red area attack
- Yuan-Ti Zealot : Deepclaw (knockdown effect) and the fear skill, I don't know its name because it doesn't appear on the combat log. The Fang of Dendar (hunt target) and the mini-boss in the house of crocodile (weekly version) also use these two skills
- Flame Hex : Death Burst (pushback effect)
If anyone can think of some other offending red zone attacks, please let me know.
No idea if that helps the devs to find the bug, but I state it anyway. ;-)
I did some testing with Baphomet's Wall of Stone. I tested with my CW, TR and HR, so all have the ability to somehow dodge the area attack usually. What I found out was that when I teleport/dodge out of the red area once, I get hit. No matter if the teleporting/dodging animation is already over or not (as @jrdiiorio#8134 suggested). However, when I teleport/dodge twice I always avoid the attack.
arcanjo86Member, NW M9 PlaytestPosts: 1,093Arc User
yes in tuern skirmish on my dc i slide and still get stunned, i rach to a point of using aa to get me immunity for that(only 1 immnune attack, second stun affects me if we have 2 golems
I feel like this happens in the fight with Ras Nisi in Tomb of the nine gods. I'm not sure if it's an actual mechanic or not. Sometimes I'm not in any visible area of attack and I still get hit by something.
Relmyna - AC/DC Righteous + Haste| Nadine - CW MoF (working on it)|Buffy - GF SM Tact| Hrist - Justice Tankadin|Healadin (Wannabe Tank)| Lena -MI Sabo TR (Farmer) | Jeska - GWF SM Destroyer (Farmer) | Maggie - HR PF Trapper (Wannabe DPS)
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I'll never retrace my steps.
Comments
I can slide right through or out of the red splats going uphill in FBI, for instance, but if I'm anywhere near one of the exploding dead guys in RD, though well out of the actual splat, I get knocked back
I've never tested it methodically... I'll check it out tonight
There may in fact be two different problems, some not checking at the right time and some not accounting for last minute dodge, shift, slide...
Control immunity is a different story since devs clearly stated that they intend some control skills to disregard control immunity and even updated some tooltips to say "immunity to most control effects".
> DC slide should allow for invulnerability while in animation... it works like that for other splats
> I can slide right through or out of the red splats going uphill in FBI, for instance, but if I'm anywhere near one of the exploding dead guys in RD, though well out of the actual splat, I get knocked back
> I've never tested it methodically... I'll check it out tonight
Never paid much attention up the hill in FBI but hati is a problem while sliding on my dc and so is orcus in t9g with the push back move. I'm on PS4 if it matters.
I also tested the iron golem attack some more with a paladin.
It doesn't stun through immunity. Leaving the red zone at the last moment by moving not by dodging still stuns you. So it's not just a problem with dodges.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
No idea if that helps the devs to find the bug, but I state it anyway. ;-)
I did some testing with Baphomet's Wall of Stone. I tested with my CW, TR and HR, so all have the ability to somehow dodge the area attack usually. What I found out was that when I teleport/dodge out of the red area once, I get hit. No matter if the teleporting/dodging animation is already over or not (as @jrdiiorio#8134 suggested). However, when I teleport/dodge twice I always avoid the attack.
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I'll never retrace my steps.
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