[BUG] Capturing While Immobilized

Stun or Freeze State...

Capturing While Immobilized

Demigods seem to be able to capture flags (might need confirmation...) whilst stunned or frozen. This may occur only towards the end of their freeze or stun state, but I believe its there. If a Demigod is immobilized, they ought not be able to exert control over proximate flag points.

1,316 views 13 replies
Reply #1 Top

You are correct, they can capture flags while frozen/stunned.  This has been in since the first beta.  I think it is a design decision, not a bug.

Reply #2 Top

Well, they`re frozen/inert... they ought not be able to do so in such a state. Everything else regarding their activities is suspended for such durations.

Reply #3 Top

They can still evade. I don't think it's a bad thing at all that they can still evade or capture flags while stunned. Stunning needs nerfing anyway.

Reply #4 Top

Ehhh... they should strive to be logical. If people unknowledgeable about Demigod try the game, the game will come off as unintuitive if mechanisms of play don`t always make sense.

Reply #5 Top

Demigods being in the capture radius but not capturing doesn't make much more sense, stun or no. It's also a really minor issue if one at all.

Reply #6 Top

Quoting Foogsert, reply 5
Demigods being in the capture radius but not capturing doesn't make much more sense, stun or no. It's also a really minor issue if one at all.

I don`t follow you. If a Demigod is stunned or incapacitated, he/she/it ought not be able to influence the world for the duration they are so. An exception being the Rook`s shoulder archers (if they are not frozen). Sounds straightforward.

Reply #7 Top

Capturing a flag merely by standing in its radius hardly makes sense or is logical. How is the Demigod making it spin or exerting control over it? Its pretty obviously a game mechanic so I think anyone who comes to it can adapt to it either way. I say use whichever method is more balanced. Personally I feel if stun took away evade\the ability to capture it would overpower the ability, as well as severly reducing the use of evade in comparison to armour value. But if it turned out it made the game more balanced the otherway I would say go with that, but when they're all obvious game mechanics anyway I think trying to go with whats most 'logical' is a bit pointless.

Reply #8 Top

@OP

Yes, but the demigod isn't physically capturing the flag.  His presence within a radius of the flag, no matter what is happening to him, is enough to awe the little beings in the flag to his side.  The way you want it to work doesn't make sense to me because if you are going through the effort to program it like the demigod must interact with the flag, why not just make it so the demigod, anf the player controlling it, must actually interact with the flag to capture it.

I like the way it is, and I don't see how stun/freeze should affect a flag capture.

Just be glad they fixed it so demigods weren't still capturing flags while waiting to respawn.

Reply #9 Top

Healing while standing still - that could use some animations to support the activity, yet it is a reasonable enough process that we can logically assume *without healing animations* that the Demigod is recuperating. Ditto for being unable to capture flag points whilst immobilized. As for the nature of flag capture, I fail to see anything nonsensical or conflicting about the concept of requiring an *active* Demigod proximal to a flag capture point in order to get it. I just don`t see it. Agree to disagree.

As for Evade skills being active when the Demigod is stunned or frozen, I also think that should be temporarily suspended: everybody and his dog will seek out & run around in Evade item sets then, specifically to thwart stuns and freezes...

Reply #10 Top

Just to clarify I wasn't meaning to imply that suspending evade\capture abilities while stunned was more illogical or nonsensical then keeping them active, just that it seems a bit fruitless to debate the merits of either method in terms of which is most logical as they're fairly unashamed game mechanics. I feel it should come down purely to which is best in terms of game balance. I worry it would make stun too effective if it overuled capturing and evade; and make evade pretty useless relative to armour and various other methods of avoiding damage. However if it turns out things are more balanced your way then I'd be perfectly happy with that. Seems like a debate best left till the next beta.

Reply #11 Top

Got ya. I still say things need to be logical though - it`d be like having a fire attack do less damage to a Cardbard Golem... developers ought to endeavour to have things make sense if they can!

Reply #12 Top

I think you're placing the wrong emphasis on what stuns do. They aren't there to completely remove the stunned unit from battle, as if they had been walled off in some inaccesible alternate dimension (except for taking damage); they simply are a little dazed, and can't take any action. Therefore, all active abilities, such as attacking, moving, casting spells or using items are disabled. At the same time, the Demigod's very presence should naturally be powerful enough to have an effect; they are, after all, well.... demigods. This means that all passive effects and abilities are still in play. Whether this is an aura, a passive ability from an item, or capturing a flag, since none of these require active input from the player/character, they all remain in play.

Reply #13 Top

Quoting Iapyx, reply 12


I think you're placing the wrong emphasis on what stuns do. They aren't there to completely remove the stunned unit from battle, as if they had been walled off in some inaccesible alternate dimension (except for taking damage); they simply are a little dazed, and can't take any action. Therefore, all active abilities, such as attacking, moving, casting spells or using items are disabled. At the same time, the Demigod's very presence should naturally be powerful enough to have an effect; they are, after all, well.... demigods. This means that all passive effects and abilities are still in play. Whether this is an aura, a passive ability from an item, or capturing a flag, since none of these require active input from the player/character, they all remain in play.


Hmm... I can accept that.