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IDProjectCategoryView StatusLast Update
0014606Return of ReckoningGeneralpublic2023-12-09 15:19
ReporterReturnOfReckoning Assigned To 
PrioritynormalSeverityminorReproducibilityhave not tried
Status closedResolutionopen 
Summary0014606: [Ability] Loudmouth
DescriptionReporter: Irvid

**I've reported this issue as a potentially gamebreaking exploit before, but I am not sure whether the report has not been received or deemed trivial, but given it's a bug nonetheless... have a ticket.**

### Expected behaviour:
Application of general game mechanics and limitations.
### Actual behaviour:
Ignores LoS and has indefinite range.

### Reproduction:
For convenience's sake slot "Stop Hittin' Da Runts" and "Loudmouth", use the "Da Biggest!" war-bellow, spec for "Can't Hit Me" - pile up a bunch of NPCs to generate Loudmouth procs, target a NPC in the (far) distance.

### Evidence:
![bugreport](https://user-images.githubusercontent.com/53101727/61571660-335b9600-aa95-11e9-857b-a5813b678d93.png)

### Implications:
PvE becomes trivial (e.g.: pulling half a dungeon without hitting your movement keys), if you have a spotter through which you can target NPCs even out of your own render distance via assist.
PvP becomes rather hilarious, if you have a spotter through which you (and fellow Blorcs) can target players even out of your own render distance via assist.

**Additionally:** You can use PvE camps in close proximity to BOs to 'snipe' people, capitializing on 'proc batteries' as explained above (Reproduction). Keep in mind, average player HP is about 6.5k; even with the 'fluff' damage displayed in the above screenshot it takes just about 33 procs to kill a(n unguarded, unhealed, unsuspecting) player.
Loudmouth has no ICD and scales with percentage-based damage buffs (Infernal Gift, You wot!, Focused Offense, 5% Oppressor/Bloodlord, ...), so if your 'proc battery' is big enough it doesn't require the stars to align - or you to bring Blorcs in bulk - for you to be able to burst a player.

**Also:** Flightmasters and other warcamp NPCs.
**Update:** For demonstration's sake:
![Demonstration](https://user-images.githubusercontent.com/53101727/61640289-58baf080-ac9d-11e9-974c-be2b76c6aa9e.png)
Healer NPCs in particular don't seem to exhibit normal NPC behaviour, they don't leash or such and remain in combat for as long they receive damage within reasonable intervalls. If there is a shortage of 'proc batteries' or a respawn to consider, 'Da Toughest!' war-bellow with some form of heal will allow for sustainablity.

I am sure there are more creative ways to work this bug.

TagsAbility

Activities

MaxHayman

MaxHayman

2023-12-09 15:19

administrator   ~0041262

This issue is being closed as it should be fixed in the new ability system. Please create a new issue if this is not the case.

Issue History

Date Modified Username Field Change
2023-08-13 03:57 ReturnOfReckoning New Issue
2023-08-13 03:57 ReturnOfReckoning Tag Attached: Ability
2023-12-09 15:19 MaxHayman Note Added: 0041262
2023-12-09 15:19 MaxHayman Status new => closed