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Author Topic: Bug? Syph's water elements  (Read 1170 times)
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kyleep
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« on: February 27, 2011, 09:54:19 PM »

Not sure if these are bugs or not. 

1) When you punish syph's water element, it disappears.  In 3.0.4, punish works on it and doesn't remove it.

2) Also, if you freeze it or do any other slow spell on it, it's like permanent.  Is this also a bug?
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Sil3nc3r
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« Reply #1 on: February 28, 2011, 09:40:57 AM »

I don't know if someone already posted it, but I'm pretty sure if you frost golden chickens its a perma frost if I recall.
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« Reply #2 on: February 28, 2011, 12:45:35 PM »

chickens also keep "eyed" by fearie fire or how it's called..
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« Reply #3 on: February 28, 2011, 12:45:42 PM »

Not sure if these are bugs or not. 

1) When you punish syph's water element, it disappears.  In 3.0.4, punish works on it and doesn't remove it.

2) Also, if you freeze it or do any other slow spell on it, it's like permanent.  Is this also a bug?
Im not certain but in ladder games i think dispel magic hurts summons/ or it somehow eliminates their buff of being summoned i dont know

Probably
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GodOfChickens
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« Reply #4 on: February 28, 2011, 02:54:01 PM »

chickens also keep "eyed" by fearie fire or how it's called..
How come? I can just punish myself -.-
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Neco
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« Reply #5 on: February 28, 2011, 03:09:04 PM »

1. Summons are treated as "buffs", when you "debuff" them they disappear.

2. It's because they are normal units instead of heroes, the duration is different. Remember the ol' "cast frostbite on da crab at mid and watch it last 4 long time"? Same reason.
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kyleep
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« Reply #6 on: March 01, 2011, 02:01:40 AM »

Is it intended to work like that?
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Neco
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« Reply #7 on: March 01, 2011, 02:11:41 AM »

1. It's how the game engine works, so I assume so.

2. It's been like that as long as I can remember... up to the community if you want it changed.
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« Reply #8 on: March 03, 2011, 02:24:21 AM »

1. It's how the game engine works, so I assume so.
Once you could punish them without making them disappear. Why can't it work so now?
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« Reply #9 on: March 03, 2011, 04:49:23 AM »

1. It's how the game engine works, so I assume so.
Once you could punish them without making them disappear. Why can't it work so now?
It's to do with the base ability, which is different in the later versions for some reason. They shouldn't disappear in the 3.0.8c version for example since I redid it with another base ability.
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kyleep
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« Reply #10 on: March 04, 2011, 02:31:21 AM »

I know I would like it so that it would be punishable without having it disappear; it would reward players that are actively paying attention to their water minion.  This was how it in the previous 3.0.4 version.

Also, in my opinion, a permanently slowed water element is pretty gay.
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« Reply #11 on: March 04, 2011, 01:10:50 PM »

I know I would like it so that it would be punishable without having it disappear; it would reward players that are actively paying attention to their water minion.  This was how it in the previous 3.0.4 version.

Also, in my opinion, a permanently slowed water element is pretty gay.
make new ones w/o slow, problem solved
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Not.Carnerox
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« Reply #12 on: March 04, 2011, 01:19:36 PM »

I know I would like it so that it would be punishable without having it disappear; it would reward players that are actively paying attention to their water minion.  This was how it in the previous 3.0.4 version.

Also, in my opinion, a permanently slowed water element is pretty gay.
make new ones w/o slow, problem solved
Then you waste that mana, which could be that one heal that saves your ass.
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kyleep
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« Reply #13 on: March 04, 2011, 01:35:30 PM »

I know I would like it so that it would be punishable without having it disappear; it would reward players that are actively paying attention to their water minion.  This was how it in the previous 3.0.4 version.

Also, in my opinion, a permanently slowed water element is pretty gay.
make new ones w/o slow, problem solved

I don't think you realize how long the cooldown for summons are.
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« Reply #14 on: March 04, 2011, 01:41:39 PM »

you make them near your target anyways, you shouldn't have them running around
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kyleep
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« Reply #15 on: March 04, 2011, 01:47:47 PM »

you make them near your target anyways, you shouldn't have them running around

Why's that?
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Not.Carnerox
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« Reply #16 on: March 04, 2011, 01:59:39 PM »

Water Elements are made to scout/help siege/kill structures around the map. Not stay by you 24/7.
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« Reply #17 on: March 04, 2011, 07:55:10 PM »

you make them near your target anyways, you shouldn't have them running around

Why's that?
generally they are only a waste of mana when you are sieging ,meaning u make them near the base
Also should mag want to waste mana on a summon so be it, less work of punishing it off yourself.....
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Critikill
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« Reply #18 on: March 04, 2011, 10:11:07 PM »

you make them near your target anyways, you shouldn't have them running around

Why's that?
generally they are only a waste of mana when you are sieging ,meaning u make them near the base
Also should mag want to waste mana on a summon so be it, less work of punishing it off yourself.....
What about a Mag poking them for the slowing debuff?
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kyleep
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« Reply #19 on: March 04, 2011, 11:34:59 PM »

Water summons has a lot more use than just clearing up bases at which you are already at.

And mags completely slowing down the summon at the cost of using up their freeze is not even a close trade at all.
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« Reply #20 on: June 07, 2011, 12:14:08 AM »

you make them near your target anyways, you shouldn't have them running around

Why's that?
generally they are only a waste of mana when you are sieging ,meaning u make them near the base
Also should mag want to waste mana on a summon so be it, less work of punishing it off yourself.....
Summons are also useful for scouting, trapping builders, tanking damage while sieging. Implying that they only have one practical use is ignorant
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« Reply #21 on: June 07, 2011, 05:37:54 AM »

Usually spells that remove buffs deal damage to summoned units, like purge. There is probably an option in the world editor on the base spell itself that reads "Damage to Summoned Units" or something similar. You could easily fix it by setting it to zero, unless it's a problem with triggers.
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« Reply #22 on: June 07, 2011, 06:08:04 AM »

Usually spells that remove buffs deal damage to summoned units, like purge. There is probably an option in the world editor on the base spell itself that reads "Damage to Summoned Units" or something similar. You could easily fix it by setting it to zero, unless it's a problem with triggers.
or possibly make it like 200, so it isnt free of abuse.
you make them near your target anyways, you shouldn't have them running around
instead of killing the last walls at a lb, you can just let you sommons do it and you go to the more juicy things elsewhere, they do run arround.
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« Reply #23 on: June 09, 2011, 10:09:02 AM »

or possibly make it like 200, so it isnt free of abuse.

WHY?!
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« Reply #24 on: June 09, 2011, 01:11:44 PM »

or possibly make it like 200, so it isnt free of abuse.

WHY?!
Because its a sommon,not a titan. Purge for sommons needs a price IMO
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