This also applies to permanent buffs from items like trophy collector, even though the item is sold. Hovering over the item in the shop will show you have a positive number of stacks; however buying the item again will correctly remove them.
[Inspired by TF2's Soldier and FFXIV's Machinist]
Gun: Patriot's Act - At a low fire-rate, shoots a bullet which does 1/3 weapon damage and sticks to enemies and terrain. A split second later, beams are fired from 1m to Rick's left and right at the bullet's location, each dealing a remaining...
After some testing it seems that the setting is never saved in the first place: Try selecting "with party", then closing and re-opening the settings window. If your problem is the same as mine, it will show "balanced" meaning the change was not saved.
This doesn't seem like a bug to me, in every instance you waited for a split second after the orb became available (it turned blue) before shooting, and the enemy simply got to it first. The system is working as intended, and the thread should be under gameplay feedback.
Edit: keep in mind that...
Siphon Bullets' description reads "Steals Max HP from enemies.", but it does not proc on non-hero enemy units. The description should be updated to reflect the true behavior.
See title. This only occurs after a game has been played in the current session, and occurs every time a switch happens until the client has been closed.
In many cases, the line-of-sight algorithm for AI entities does not take into account small protrusions in terrain or environmental objects which will block shots. This results in situations where troopers get deadlocked trying to shoot each other, and causes much annoyance for me when I play...
When an enemy is hit with Siphon Life, that enemy receives a debuff, and you receive a buff which is tied to that debuff. The item is able to correctly add up multiple instances across multiple enemies and give you the combined Max HP from all inflicted debuffs. However, if an afflicted enemy...