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scuba75
8 years agoRising Traveler
"Woodroward;849263" wrote:"scuba;848237" wrote:"Take_a_Bite;848091" wrote:"scuba;847641" wrote:"Take_a_Bite;847627" wrote:
Daze is not consistent with how stun works which needs to be looked at.
Daze doesn't stun. It stops tm gain (not natural gain from speed), assist and counter attacks. They still get to take a turn.
I was referring to how stun prevents the immediate counter attack, but daze does not. Hopefully this will be looked at.
Gotcha. Daze for Maul is the broke one, k2 it works fine. Dev's have acknowledged this issue and hopefully a fix is incoming
https://forums.galaxy-of-heroes.starwars.ea.com/discussion/comment/846938#Comment_846938
K2S0's daze stops the counter before it happens when it's applied, so is not buggy to apply Daze with K2S0's ability, but it is definitely bugged when it is applied to him in some fashion (related to how his counterattack reacts to daze) as he counterattacked me just before the daze debuff dropped off of him for his turn.
I'm thinking the counter attack still triggered from my attack after the debuff came off for his turn, but the debuff symbol remained up. Something along those lines is what makes the most sense as to what is causing the bug.
Like that's something that should be triggered at the end of the one player's turn, not the start of the next one.
So I was thinking about this.
My guess is what is happening, of course dev would know for sure.
You daze him it sets his couter chance to -999900% as it should but then his unique, which will change his counter rating when he gets debuffed, is then processing and overwriting the -999900% couter chance to +48.8% giving him back a counter chance.
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