Entire Horntail preheads without sed at all (this is just prehead 2, it happened in 1 as well before the recording): When will the game go back to normal?
I need to upload vid later but pap is also broken not doing debuffs at allll maybe 1 dispell per 1 run
Thank you for the continued feedback and reports. The current list of changes and fixes for the next update is as follows: - Fixed issues with mobskill priority affecting Papulatus, Horntail and other monsters. - Fixed an issue relating to Von Leon's knockback animation when Buccaneers use Barrage. - Fixed an issue where monsters could teleport outside of the map. - Fixed an issue where monsters could be pushed off the map and killed.
Thank you, but how do these relate to the topic of the thread? The aggro issue is not addressed. Will any of the listed fixes change bosses basically casting skills whenever they feel like it rather than off cooldown?
The mobskill priority will further improve the timing of the skills and which skills are chosen. The VL knockback animation is the 1ms flickering 'hit' sprite, caused by Barrage. This is also likely the cause of double animation. The other two I felt were worth mentioning since they also technically relate to mob movement/skills. We are still looking into the other issues, like the aggro when pushing mobs. Yes there should be an improvement the timing of mobs casting skills.
- Fixed an issue where mobs would often rubber-band when being pushed/pulled by skills. I believe this should resolve is the aggro issues that have been reported in this thread. Below is a video comparison of before and after the fix using Rush on the Von Leon Demon Gargoyles: Before fix: https://mega.nz/file/LgYlFQqB#b1-mlyNjEZWGu7_LBUbKarS-KpwnQhXYAsPU957xEf0 After fix: https://mega.nz/file/WsJAiATQ#zdS1bRSKafHFK80gspOlFr-K_lk8qaXqxOzLyDydsAA If there are any particular map, boss, skill combinations that should be checked for issues, let me know and I'll have a look. Edit: To clarify, this fix along with the others mentioned in the above posts are pending for the next update.
Seems very useful, because in order to rush ppl had to clear the area of all other chars to make sure the rusher would not get rubberbanding mobs. However, now that the mobs will be rushed properly, what happens when multiple ppl push/pull at the same time? For example, it's a common occurrence in vl (buccs snatch, warriors rush/magnet). Is this not going to cause bugs and potentially mobs getting thrown around the map? Would be good if you could give it a test before releasing this. Edit: Good scenarios to test would be: - 2 buccs snatching mobs from opposite directions - bucc snatch + warrior rush at the same time
Attempted these, although it's hard to time the skills exactly, but maybe you can notice some improvement from the videos: 2 buccs snatching mini golems: https://mega.nz/file/7gpEDJqL#fmqlkCYSCmDkiRUBPB_nhEkGKZwO1k7e1xi0XBOd8C4 1 bucc snatching 1 warrior rushing mini golems: https://mega.nz/file/S4xQFJYa#mLnUto1fgkGz4oCMdtLdhBPFU6KvXrVFowgZRBkP3Eg
This looks pretty good honestly. Since you are dealing with mob pushing, I did notice that snatch overshoot bug still exists in your clips (clip1 timestamp: 0:30, clip2 timestamp: 0:08). That is quite concerning because it often causes golems to get thrown across the map, resulting in VL eating a few golems. As you can see, mini golems tend to shoot backward when their initial positions are slightly behind the bucc that's casting snatch. I don't believe it's related to aggro swapping since it can happen in solo content like Rose Garden too, but you should look into that because it seems like the change allows golems to get snatched/rushed into that position more often.
I don't think you can survive VL with 15k HP brother, you might need to wash more. In all seriousness tho - it looks better, and now I'm excited for my VL run tomorrow, as I hope it will be smoother. As Pina mentioned, it seems like the golems still has that bug, and I agree with Pina. Would be pointless to repeat what Pina said so I won't elaborate. Thank you for your continued work matt, and I will update after the run to share my experience as well.
Correct, this is simply due to the hitbox of snatch, and how snatch decides the moment you press the button that any mobs within snatch's range will be affected, even if the mobs move out of that range by the time it actually goes to pull them. So if the mob is walking past you as you use snatch, that mob will be knocked back even though it is already behind the player. The simplest solution for this would be to reduce the horizontal hitbox of snatch so that the area immediately in front of the player isn't affected, and only those further away are affected. However, very fast moving monsters could still cause this bug to occur. Mobs also have the possibility of not being affected at all if they move from close in front of the player into the actual hitbox, if that makes sense, so we would need to find an appropriate balance. Here is an example showing snatch currently vs a reduced hitbox example: Current hitbox snatch: https://mega.nz/file/bogCVJCA#I1GufDA_29qvpFwrfmehkAFsgtPjpt8EE2m6PK0s8aw Reduced hitbox snatch: https://mega.nz/file/a5wBhSqS#FoKIPUav5hrzOGM9_czbhgrzDCsSMfw0lr0O8XlF4Gw Interested to hear thoughts about this and if we should trial a hitbox change for the next update.
Wanted to add something that started since last patch - Papu has always been cheeky in ignoring the 90% stance rate for warriors, he would still KB every 6-7 hits or so. After the last patch it seems like he KB much much more, I have maxed stance, always active, and I get KB every 2nd or 3rd hit (not always just an average). I asked and at least 2 other players said they see the same behavior since last patch.
One place that feels funky is CWKPQ bottom bosses, primarily just after spawning them. After the bosses spawn, you ofcourse wanna move them into a corner, and here it seems that the first 4-5 rushes i use, does nothing or just rubberbands the bosses. I'm not sure how the aggro works and if it's relevant: but maybe it can be hard to test, since in CWKPQ there is usually 2-3 people top bosses and 2-3 characters at the bottom when the bosses spawn. Also, it was mentioned that maybe you could exclude certain mobs from these changes, or make them behave in different ways. I for one think it would be a good idea to maybe exclude LHC mobs? As a warrior/melee imo there is no issue, but as mentioned before, ranged LHC runs are simply dead because of the update.
Even though it solves a really annoying bug, snatch just doesn't hit mobs in situations where it feels like it definitely should. So it just replaces an existing problem with a new one, and I believe mob clear will become a bit harder as a result. It would be ideal if there was another, less easy way to solve it that wouldn't create another problem.
Even though boss issues are more pressing I would also appreciate at least a response regarding content like ranged LHC which basically died since the update.
I feel like changing Snatch's hit box can raise issues where bucc can no longer reach certain areas with ds+snatch combo. Take lhc golems for example, buccs like to stand on the middle stairs to hit multiple platforms with ds/snatch. Making the Snatch's hitbox shorter can potentially cause them no longer be able to reach the top platform. That is something most buccs players wouldn't want to see. Spoiler: example As far as I can tell, only mini golems in VL and RG can be overshoot, It might be better to modify mini golem's attributes rather than snatch's. Is their movement speed the only attribute that's causing them to overshoot, or are there other attributes you can modify so they don't get overshoot? If modifying snatch is still the preferred way, maybe consider one of the following options: 1. Make the back part of the snatch have a higher hitbox than mini golem's height. Spoiler: example 2. Make the back part of the snatch only does damage, no pulling. Spoiler: example
Thanks for the replies. I can't seem to see any issues with the latest changes at least. Often going 10+ without getting knocked back. I had a quick test and can't see any rubber banding issues at CWKPQ on the test server with changes, all bosses respond correctly getting pushed. This is not forgotten about and we are still investigating possible solutions to help ranged players. I cannot currently think of any other possible methods to fix the issue. The issue technically affects all mobs, but the mob speed and whether the mob uses attacks/skills are the main factors that cause the mob to run through the player. Testing at that same position the Tall Castle Walls 2 Golem Map with the hitbox reduction does indeed make it so that mobs on the platform behind the player are no longer hit. Although I feel it could be argued whether the skill should be hitting those in the first place. The skill can only have a single rectangle for the hitbox, it does not support multiple rectangles. The only other thing that could slightly help is to reduce the hitbox of the mini golems, can probably be reduced by at about 10px on each side of the mob and not feel too weird. So based on the above discussion, I'll slightly reduce the hitbox of the mini golems, and not mess with the range of snatch.