Haze Fixation T1 Does Not Proc Once Max Fixation Stacks Are Reached

SV-X

Member
Issue:
Expectation: Every 20 bullets that land or stacks applied, target takes spirit damage and is slowed.
Reality: Fixation T1 will proc 2-4 times in the first 40-80 bullets (depending on T2 fixation) and then will not proc after unless target loses fixation stacks.

Is this a bug?

I'm reporting this as a bug because the way T1 currently works feels very antithetical to the nature of the game. If you are running spirit, having to stop targeting your opponent momentarily so that you may continually do spirit damage seems wrong. Having extended duration modifiers work against your kit by extending the disengagement time just so you may make use your spirit damage does not feel right.

Possible solution:
One way to remedy this is to not directly tie T1 to fixation stats. Create a separate counter for T1 stacks on the opponent. When it reaches 20, apply T1 and reset the counter to 0. If fixation stacks time out/get set to 0, set the T1 stacks to 0.
 

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Please, check description one more time, it says that damage is applied every 20 stacks. Everything works as it was intended, if you want to give feedback about spirit Haze, please, use Hero Gameplay > Haze forum.
When you keep shooting at an enemy, the idea is that you're re-applying the stacks, no?
You keep adding stacks, but it is capped. On each 20th re-apply, it should be proccing T1 again.
 
Haze is strong af right now, saw it go insane in EU fight night.
Kinda nuts that her kit has this glaring hole in it, and it's still so good.
My assumption is that when most Hazes run bullet, the spirit damage is negligible. Or was the Haze in the fight night running spirit? o_O

You'll have to tell me cause I'm not too familiar with the tourney scene of Deadlock.
 
My assumption is that when most Hazes run bullet, the spirit damage is negligible. Or was the Haze in the fight night running spirit? o_O

You'll have to tell me cause I'm not too familiar with the tourney scene of Deadlock.
It was bullet haze, but having an additional permanent 15% slow does seem good for the hero.
In fight night, the character was built as a true assasin, with slowing hex, silence wave, swiftfoot and bullet damage.
 
Haze is strong af right now, saw it go insane in EU fight night.
Kinda nuts that her kit has this glaring hole in it, and it's still so good.
I'd say she's only strong if the enemy is very good at tracking. She, along with Infernus, McGinnis, Vindicta, and Wraith, is not as powerful if the person playing her is not spending 2-3 hours on aim training each day.
 
Please, check description one more time, it says that damage is applied every 20 stacks. Everything works as it was intended, if you want to give feedback about spirit Haze, please, use Hero Gameplay > Haze forum.
View attachment 45987
That wording is still way too vague. I could understand people thinking this is a bug. Either fix the wording with some extra markdown somewhere, or let it actually proc past max stacks.
Haze is strong af right now, saw it go insane in EU fight night.
Kinda nuts that her kit has this glaring hole in it, and it's still so good.
Her pick ban stats show that she's little more than a comfort pick.
 
It was bullet haze, but having an additional permanent 15% slow does seem good for the hero.
That is true. Personally, I would be more than happy to ditch the currently not-so-permanent 15% slow if I could consistently proc spirit damage every 20 stacks that are re-applied.

After some testing, I also noticed that Crushing Fists suffers the same issue, but it is barely noticeable because by the time an opponent is punched 3 or 4 times, they are dead. It's hard to say if it's intentional or a byproduct of taking the "naive" approach in coding these systems (since its in alpha and all...).
 
That is true. Personally, I would be more than happy to ditch the currently not-so-permanent 15% slow if I could consistently proc spirit damage every 20 stacks that are re-applied.

After some testing, I also noticed that Crushing Fists suffers the same issue, but it is barely noticeable because by the time an opponent is punched 3 or 4 times, they are dead. It's hard to say if it's intentional or a byproduct of taking the "naive" approach in coding these systems (since its in alpha and all...).
I assumed that with crushing fists it's a balancing decision. Also I think crushing fist states "If the target REACHES max stacks"

Given that wording, honestly the haze ability also seems intentional that it doesn't proc it, since it's PER 20 stacks. And you max out fixation stacks at 80.
 
I assumed that with crushing fists it's a balancing decision. Also I think crushing fist states "If the target REACHES max stacks"

Given that wording, honestly the haze ability also seems intentional that it doesn't proc it, since it's PER 20 stacks. And you max out fixation stacks at 80.
That is true, but even as a balancing mechanism, it feels weird to me. There aren't many mechanics or items in this game where a one time event occurs after reaching X stacks that forces you to back-up/stop using that move to re-apply it. The only other mechanic that comes to mind is Mirage's Djinn's mark. After the first stack is applied, each subsequent stacks slows. Once max stacks are reached, the mark auto-detonates, cleansing the target so that stacks may be added once again, taking care of the "Don't attack to proc stacks" issue on its own.

So I am leaning more into oversight than intentional, but even if it was intentional, I still think it is a sort of design choice that is antithetical to the nature of the game.
 
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