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  #11  
Old July 27th, 2008, 10:41 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Repel is broken.

Quote:
Renojustin said:
It is broken. How does that not seem broken to you? It doesn't work properly when faced with certain scenarios. That's like... the definition of broken, exploitable, and buggy.
The word "broken" might not have the power you think. It can win you points in this forum, but if you want it fixed then getting agreement that something is broken is not the best route.
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  #12  
Old July 27th, 2008, 11:34 AM

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Default Re: Repel is broken.

Maybe bugged is a better word. Still, if the designers choose not to fix it, it certainly is not the fault who raise the bug.
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  #13  
Old July 27th, 2008, 11:34 AM

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Default Re: Repel is broken.

*deleted due to slow internet connections*
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  #14  
Old July 27th, 2008, 11:53 AM

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Default Re: Repel is broken.

it's hardly a problem in any game, lets forget it
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In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #15  
Old July 27th, 2008, 11:54 AM

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Default Re: Repel is broken.

Quote:
Renojustin said:
But here we have multiple spells that could otherwise be used to harry and harm thugs, SCs, and assassins, become complete wastes instead, and actually a detriment to cast. It's very disappointing, because it SHOULD work...
Why? Because the manual says so? KO stated in the thread about prophetising under siege that the manual is wrong rather than the mechanic in some cases.

Repeating that it IS broken and SHOULD work a certain way is a bit pointless.

I don't see how the spells are broken. It doesn't say in the description of swarm that it's an anti SC spell does it?
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  #16  
Old July 27th, 2008, 12:00 PM
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Default Re: Repel is broken.

Swarm would be an anti-assassin spell if it weren't for the repel-bug. If you pay one gem for summoning lots of troops to protect you, you expect them to actually be able to stall an assassin armed with fire sword for more than one turn.
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  #17  
Old July 27th, 2008, 12:09 PM

konming konming is offline
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Default Re: Repel is broken.

It is bugged not only because mannual said otherwise, but also because the current behaviour is neither consistent nor logical. Why would someone repel ten attacks as easily as one attack? Even this is a fantasy game, your spear/sword still cannot be at all places at the same time, regardless whether the attacker is mindless or not.
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  #18  
Old July 27th, 2008, 12:29 PM

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Default Re: Repel is broken.

Well the bug can be mitigated to an extent by making dragonflies non mindless.

I'm definitely not saying it isn't bugged. I think the fact that it works differently with mindless units isn't what the devs intended and doesn't make much sense. I just want the thread to be clear about exactly what's wrong with repel, why it should work differently and what could be done to fix or change it.

I always regarded swarm as an army delaying spell rather than an anti SC or anti assassin spell. The dragonflies suiciding themselves against a single sword doesn't seem right in any scenario though.
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  #19  
Old July 27th, 2008, 06:25 PM

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Default Re: Repel is broken.

Quote:
konming said:
It is bugged not only because mannual said otherwise, but also because the current behaviour is neither consistent nor logical. Why would someone repel ten attacks as easily as one attack? Even this is a fantasy game, your spear/sword still cannot be at all places at the same time, regardless whether the attacker is mindless or not.
It's a small thing in a big game, but it makes no sense.
  • If a defender successfully puts his weapon in front of the attacker, and the attacker is brave enough to attack anyway despite taking 1 damage, and dies from this, then the defender wont be hurt. Makes sense.
  • 50 dragonflies all at once decide to bump into the enemies sword before biting him in the ear, no matter hos slow and unskilled he is. Thus losing their one hp. Why would they do that?

So this 1.07 patch change ("Dragonflies' strength changed from 0 to 1 and they can now inflict damage.") only matters against unarmed foes?

This should mean that soulless always takes one point of damage when attacking armed foes. (Almost always. The repel attempt dont always penetrate their 0 prot). Dont remember seeing it, but easy to miss. Unless it's not for all mindless units.
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  #20  
Old July 27th, 2008, 06:52 PM

calmon calmon is offline
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Default Re: Repel is broken.

Quote:
konming said:
It is bugged not only because mannual said otherwise, but also because the current behaviour is neither consistent nor logical. Why would someone repel ten attacks as easily as one attack? Even this is a fantasy game, your spear/sword still cannot be at all places at the same time, regardless whether the attacker is mindless or not.
Well look at shields. They are 'bugged' in the same way. A comander with a parry 8(or 9?) shield can survive thousands of archer shooting against him. There is only an insignificant chance of a hit and each parry is like you parry the first arrow.

I agree that this is somehow illogical.
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