This one is a minor bug and can probably be fixed easily by dev team. When you are looking at another playerâs heroes⌠most of the information is showing what the other playerâs hero have which is correct. Only thing that is incorrect is the skin level. It is actually showing what you have instead of what the other player have.
Another thing iâd like to add here⌠âtauntâ does not work on opponents that are manually controlling his hero. Therefore heroes that have the âtauntâ skill becomes less effective than they are designed to be.
In my opinion, âtauntâ should be implemented the same way as âstunsâ and âliftsâ.
For example, when Voltage stuns the enemy team⌠the opponent lose control of his team while his team is âstunnedâ. He only regains control after the âstunâ effect ends.
When Bucket lifts the enemy team⌠the opponent lose control of his team while his team is âliftedâ. He only regains control after the âliftâ effect ends.
So for the case of âtauntâ⌠the opponent should lose control of his team while his team is âtauntedâ and his team should all attack the taunter. He only regains control of his team after the âtauntâ effect ends; or when the taunter is killed whichever comes first.
I think if âtauntâ is working as per intended, many players might consider bringing taunters into their pvp lineup adding more variety/strategy into pvp matches.
Which one? Please give specifics.
Razorback/Butter would be an example of a hero with a taunt skill.
Any insights into possibly increasing the level cap?
You mean that it only works on autoplay?
On autoplay that already happens. They basically say that they want a manual player to be forced to face an opponent and shoot them.
I personally donât like the idea, and itâs not a bug either. Iâd prefer not to be forced to shoot my opponent, and neither do i want them to be forced
Yes. Taunt only works when your opponent is on autoplay or when you are fighting against bots. Taunt does not work when your opponent is manually controlling a hero. He will continue to shoot at whoever he wants ignoring the taunt.
Taunt is meant to draw enemy fire away from the rest of your team. If the opponent continue to shoot at whoever he wants, then the taunt skill is not working as per designed and intended.
Remember what Butter saysâŚ
Donât mind me intruding again. But iâm pretty sure taunting is mostly meant for pve. And iâm also sure it has been kept in the game for years for a reason. Iâd get tilted if an enemy hero in pvp (because this only affects pvp) taunts and iâm not able to counteract in any way. Youâd waste skills. Imagine Callidus. Youâre forced to shoot her the whole match and youâll have no chance to counteract to it
Like litteraly. Imagine you have a team that doesnât deal enough damage. And youâre forced to waste every mag on just 1 person the whole match.
Thatâs the point of a taunt. Itâs meant to be annoying for the enemy.
Either way, I donât see this as a bug.
I agree with HuntzmanâŚ
Taunt should be affected even for heroes under manual controlâŚ
Beside the taunt, the manually controlled heroes already can be rooted, stunned, lifted, silenced and so onâŚ
So why it canât be taunted?
Imagine if the taunt works for the skills too⌠LolâŚ
For example, Stygiaâs stun will distracted to this âtaunt-skillâ
I think this will make PvP sooo differentâŚ
(but yeah, you guys should rework on matchmaking too)âŚ
Then again it could be an idea to built heroes that his/her/it skill is to untaunted/ unrooted, etcâŚ
Yes we already have Heimlock who can cleansed negative effect⌠Adding more will be funâŚ
âŚimoâŚ
The idea that your smart enough not to attack serial while heâs charging seems fair, meanwhile my idiot ai teammates kill a lvl 1 ursus and set off a kurtz trap in pvp as soon as that match starts, lol
My point is that while an enemy taunts and is properly supported you are litteraly not able to do anything but use everything on them. Surely theyâll die quick but with heroes like Callidus you basically make it so the enemy it forced to deal with her first and thereâs no counterplay except for hoping she dies. Imagine a hero like Baron who has his gold skill. You HAVE to kill a Verrill before he uses his skill for example. So you fire and get him to 50% and suddenly everyone including you is forced to shoot Baron. Baron gets a ton of HP and wonât die in the next 10 seconds. Thatâs just insanity at that point. I get taunting can have a bit more use but not like this.
Again, neutral perspective. I love taunts, iâm a huge fan of the mechanic. But my take on this is that it will ruin pvp even more than it already is
Thatâs exactly the pointâŚ
When the taunt skill is active, everyone will shoot and use their skills on him/her/itâŚ
What if we make it a reverse? I mean, when u control a hero, he/she canât be silenced, stunned, lifted, rooted etc⌠Because taunt wonât work on controlled hero tooâŚ
I think it can bring the new meta in PvPâŚ
The Search Feature has several problems that need improvement.
First, The task of using the search engine to initially work correctly is a headache.
The first time you do a search, the search bar clears blank and you get no results, except the letter âAâ titled names for default resulting rows and I then have to re-insert the name again into the blank title bar and hope it goes through to populate real results. This is frustrating to use on either platform and doing it twice or three times to do one search is common.
From thereâŚThe problem we have is a multiple set of issues with using it.
- You have alliances needing to search players to fill their roster and currently this is impossible to search effectively without pulling your hair out.
- You have players searching active alliances to join and this is almost just as impossible because the results are confusing because itâs too inconsistent from one row to the next.
- Then you have all of the searchable irrelevant data from alliances and players that are both
active and dead that make up the resulting lists which are useless to choose from.
The search engine itself is the problem.
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We know we canât use Boolean characters to search. If we do it becomes part of the title of the alliance search for a new alliance list that populates that we are not wanting.
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If we use wild card searches this does not allow the characters to populate in the search bar- like a null. Itâs not recognized and the search bar remains blank.
-Therefore we are stuck with alphanumeric characters for name searches-
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The prioritized results from the alphanumeric names begin sequentially with first criterion alliance 5 digit tags over the second criterion being alliance names as the 2 used in conjunction make the convoluted results a mixed bag row to row on down the list.
This is sequentially resulted from each feed, meaning the primary first result is by the 5 digit alliance tag and the secondary result underneath in row 2 for example is the alliance name criterion, making the results row=list an incohesive mix of both alliance tags and names in the rows sequentially and also out of any order to each other.
4. This is the crux of the search problem no matter what you search for.
The search engine could be improved by
- Changing / Updating the prime keys to be relevant by using the parameters provided above that are relevant such as last login, last events activity date, or other criterion and use 01/2022 as a relative cutoff point date for a result to appear. Anything prior to that date doesnât apply to that established search, but could in another query, but not for this.
- Then add criteria that makes names for alliances and of players as primary query criterion to use and completely removing alliance tags from populating as a result in these searches.
- If a 5 character alliance tag is input into the search criterion then only that one tag should populate followed by sequential tags and not alliance names for resulting rows that follow.
All, any or Either one of these solutions will make the results list useful imagine if we had more options like player level relative login dates to this week this month this year. The possibilities are inspiring compared to what we currently have.
If we improve all the controls of the search functions to work for us then the inventory of alliances and players will yield correctly and the results would be reduced and reflective to those alliances and players that are active to within the current year, for example. This alone would make all abandoned alliances prior to 2022 and inactive players prior to 2022 removed from any queries made. So weâll never see them in lists we use to accomplish what the search was intended for, to find active players and alliances.
Jeezus you right the longest comments I have ever seen, poor bullseye having to read it, lol
Imagine how badly this would affect extreme. Where you NEED to prioritize targets and then youâre forced to shoot and use abilities on heroes like Calli or Razor. Completely screws with everything in this game
Itâs a creative idea. But one of the worst if it would ever be implemented. Itâd give more downsides that ups
5.6 was the last level it happened to me on
War is always laging in the first reset (second day) of war. Seems that server dont handle war and the start of pvp event at same time. Please correct thisâŚthe biggest bug of all