Lost a game out of no where. Had full Patron health bar that suddently dissapeared.

lukshan

New member
Hi all, as it says on the tin. We pushed into enemy patron. Next thing we know, we've lost the game. The king had full health bar and suddently we just lost?


Honestly, we are really confused. This is my recording on my game. My friend in discord also saw the same thing. So confused how we won that game. Based on the reaction from the enemy, It seems they saw the same too.

This comes after an earlier game where the server just crashed. Either way, not sure.
 

Attachments

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Match-ID: 64859141
https://statlocker.gg/match/64859141/summary
https://www.lockblaze.com/match/64859141
https://tracklock.gg/matches/64859141

Having watched the replay to confirm, this loss of did not "come out of nowhere".
The HiddenKing (/Amber Hand-team) was simply "backdoored" by the troopers which had been completely ignored.
Worst damage dealing troopers were the ones buffed by Rem coming via York / Yellow-lane.
And (at minimum) four "Medic / Banner Troopers"

In case many of the important recent changes were ignored, here's the biggest punishing one when lane "fixing" is not taken care of:
- Medic Troopers DPS grows by 3% per minute

With the match time being almost a one single second away from 44-minutes, those Medic Troopers had their attack strength buffed by 129-132 percent before the "super trooper"-buff of+60% (via shrine destruction).
Base (ranged) DPS of troopers is 28
-> 28 (DPS) x 10.29 + 28 x 1.6 ≈ 333 DPS
(when summing 288,12 + 44,8)
(( not certain if this math is correct, but it should be at least partially indicative ))

To repeat / summarize:
The video already showed HiddenKing-players "throwing" the match by completely ignoring the troopers inside their base.
And HiddenKing was swiftly eliminated by the extra buffed Medic / Banner troopers-
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Match-ID: 64859141
https://statlocker.gg/match/64859141/summary
https://www.lockblaze.com/match/64859141
https://tracklock.gg/matches/64859141

Having watched the replay to confirm, this loss of did not "come out of nowhere".
The HiddenKing (/Amber Hand-team) was simply "backdoored" by the troopers which had been completely ignored.
Worst damage dealing troopers were the ones buffed by Rem coming via York / Yellow-lane.
And (at minimum) four "Medic / Banner Troopers"

In case many of the important recent changes were ignored, here's the biggest punishing one when lane "fixing" is not taken care of:
- Medic Troopers DPS grows by 3% per minute

With the match time being almost a one single second away from 44-minutes, those Medic Troopers had their attack strength buffed by 129-132 percent before the "super trooper"-buff of+60% (via shrine destruction).
Base (ranged) DPS of troopers is 28
-> 28 (DPS) x 10.29 + 28 x 1.6 ≈ 333 DPS
(when summing 288,12 + 44,8)
(( not certain if this math is correct, but it should be at least partially indicative ))

To quote a popular "heckle": This simply was a case of "skill issue", not a coding error.
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you only missed that the patron healthbar on top was at stage 1 but suddenly teleported to stage 2 at low health. This was a miscommunication by the game UI. Could be the top bar mod though.
 
you only missed that the patron healthbar on top was at stage 1 but suddenly teleported to stage 2 at low health. This was a miscommunication by the game UI. Could be the top bar mod though.
Right, that's what i mean earlier.

It's not a top bar mod issue, my friend who runs unmodded also had the same thing as me. He was in discord with me. The reaction of everyone in the game also heavily implied that no one saw this coming.

Ultimately this was a game that we really should have won, which is what is frustrating. When i left the archmothers base the kind had a full bar of health :(. I'm very sure this is a bug due to the update of some sort
 
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you only missed that the patron healthbar on top was at stage 1 but suddenly teleported to stage 2 at low health. This was a miscommunication by the game UI. Could be the top bar mod though.

Only appears to happen on the provided end-user video recorded during the live-match.

In the replay-mode, the HiddenKing health bar progresses "as intended".
As in, there is no sudden "teleport / skip" or anything else akin.

Live-match visual-communication issue could possibly be a lag-spike, jitter, or something else;
without (all) the telemetry tools being visible, I for one cannot speculate further.

Regardless, HiddenKing being destroyed / Amber-team losing in this scenario isn't a coding error, at least according to the replay-mode / demo-file.
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Only appears to happen on the provided end-user video recorded during the live-match.

In the replay-mode, the HiddenKing health bar progresses "as intended".
As in, there is no sudden "teleport / skip" or anything else akin.

Live-match visual-communication issue could possibly be a lag-spike, jitter, or something else;
without (all) the telemetry tools being visible, I for one cannot speculate further.

Regardless, HiddenKing being destroyed / Amber-team losing in this scenario isn't a coding error, at least according to the replay-mode / demo-file.
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its true isnt coding error, the patron was already down. but this did mislead the entire team thinking the patron would receive the second stage, giving them time to clear the wave. Sure and all they should have cleared the wave/the patron was already down but the point is the health not aligned with ingame status. in this specific case, the team forgot the state of patron and was relying on the big UI above.
 
So ya'll yep, looking back and reading through, i want to correct and clarify my stance.

Yes, losing the game was correct. The hidden king was being damaged by minons, and we diddn't respond, and our team losing the game was correct.

However, the visual information presented to my team that we relied on was incorrect. Despite not having minons pushed, we had just won a teamfight, and went in to end the game.

However, should we have had the correct information preented and we knew that our patron was on low health, we would 100% of made the call to go back to our base and defend. You can actually see that as soon as our patron started taking damage, i immediately turned away to go back and defend, even though by all accounts, the entire enemy team was down and we were all trying to end the game.

If this was simply a user error, then i wouldn't have made that immediate u-turn as soon as i saw our patron take damage.

The hidden king health bar clearly is a bug, and caused us to misunderstand the true state of the game, and misinformed our choices. Also, to add on, we're in low ranks, so we're all still learning the macro of the game. Sure, we probably should have pushed waves out, but in the heat of the moment, the health bar and the fact that we did a team-wipe made us think we could end the game there and then.

As Playeroth mentioned, the core of this is that there is a bug in the game that caused the big UI not to match the real state of the game. The rest of my friends in my lobby, including those running no mods at all, also saw this. Enemy reaction to the defeat also seems to indicate that they were surprised by this too.

The cake on all of this is, if i was one second earlier, i would probably have been able to clear the attacking wave
 
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