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Whirlwind doesn't work. For BioWare. Proof inside.


roudysbadguy

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Following scenario:

 

Player X = Tank, who guards Player Y

Player Y = Guarded person

Player Z = Person who uses Whirlwind on Player X and attacks Player Y -> and as a result Whirlwind cc effect breaks.

 

As we all know, damage taken from guarding other players doesn't break present CC effects on the person who is guarding.

 

Proof:

 

http://www.twitch.tv/roudyzor/c/4270984

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Working as intended.

 

Whirlwind is broken by ANY damage taken to the target.

 

If you damage someone who has guard on them, part of that damage goes to the one guarding.

 

Thus, in your case, you actually damaged the person you whirlwinded.

 

 

You put whirlwind on X and then attacked Y. This means that you also damaged X and any damage dealt to X will break your whirlwind.

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Working as intended.

 

Whirlwind is broken by ANY damage taken to the target.

 

If you damage someone who has guard on them, part of that damage goes to the one guarding.

 

Thus, in your case, you actually damaged the person you whirlwinded.

 

 

You put whirlwind on X and then attacked Y. This means that you also damaged X and any damage dealt to X will break your whirlwind.

 

I see you have no idea. Let me explain.

 

Damage taken from guarding other players doesn't break present CC effects on the person who is guarding.

 

That was change made long ago as well.

 

More clarification:

 

Player X = Tank, who guards Player Y

Player Y = Guarded person

Player Z = Person who uses ANY CC - FEAR, FLASHBANG, GRENADE ETC. on Player X and attacks Player Y -> as a result APPLIED CCS SHOULD NOT BREAK.

 

That is not the case with Whirlwind.

 

Please fix. Thanks.

Edited by roudysbadguy
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Here's the description of how redirected guard damage should function on the CC'd user (from the 2.0 patch notes):

 

  • Guard: Crowd control effects that break on damage will no longer break from damage redirected through Guard. For example, a blinded guarder will no longer be broken out of the blind from damage dealt to a guarded target within guard range.

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