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Old 10-18-2007, 11:14 PM  
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Default Bloodthirsty Choker = joke loot?

Just so everyone knows what I'm talking about, it's this would-be sexy thing from SoF:

\aITEM -1296654864 -198550402:[Bloodthirsty Choker]\/a

While it might seem silly to complain about issues with an item that's obviously overpowered, there are more than a few problems with this thing. A 5% health penalty is fine, but I want to know is it meant to a) crit damage on the caster, b) eat wards, c) take 5% health for every mob hit by a single AE and d) cost 10% health just to equip?

I can understand c and d being intentional, but a and b are retarded. B especially is annoying because it consumes group wards that might be needed for, say, a tank or someone else in the group getting hit by damage they can't just swap out a piece of gear to prevent.

It also zaps me twice for casting dumbfires (wolves, which there are 4 of total and are single target), zaps me twice for using my Spiritise Censer (??!), but zaps me once for using my thermal shocker even though that hits the mob twice.

So is this meant to be a slight step up from Rhaondrilliis, or is it for real and just implemented extremely poorly? I'm fine with the former, but FFS, fix it if it's for real.
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Old 10-19-2007, 03:49 AM  
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Default Re: Bloodthirsty Choker = joke loot?

Actually this item is even more broken that it looks like. First of all when you equip it you get hit by effect called Bloodpower. So basically you can get yourself killed just by equipping it over and over lol and get hit by 800 each time you do it.
Second if you die from effect on this item you will have to die twice cause you'll get hit by Bloodpower when you revive so you get twice armor damage/xp debt just for having this item equipped...

Here's logs info:

(1192778232)[Fri Oct 19 1112 2007] YOUR Vampiric Requiem hits YOURSELF for 265 magic damage.
(1192778232)[Fri Oct 19 1112 2007] You stop fighting.
(1192778232)[Fri Oct 19 1112 2007] The Quicksand binding A blood gorger disappears.
(1192778232)[Fri Oct 19 1112 2007] The fiery sphere around A blood gorger vanishes.
(1192778232)[Fri Oct 19 1112 2007] A blood gorger begins to warm up.
(1192778232)[Fri Oct 19 1112 2007] You have killed yourself.
(1192778232)[Fri Oct 19 1112 2007] A blood gorger is pierced by Dust Blast!
(1192778232)[Fri Oct 19 1112 2007] This encounter will no longer give encounter rewards.
(1192778236)[Fri Oct 19 1116 2007] Reviving in Loping Plains at Somborn Cemetery.
(1192778236)[Fri Oct 19 1116 2007] YOUR Bloodpower hits YOURSELF for 915 magic damage.
(1192778236)[Fri Oct 19 1116 2007] You have killed yourself.
(1192778236)[Fri Oct 19 1116 2007] You regain consciousness!
(1192778236)[Fri Oct 19 1116 2007] YOU are drained by Revived Sickness of 6336 points of power.


Pretty funny how devs let such items go live without even testing it good Hope it will get fixed. Already petitioned it and aoe multiple self hit too.
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Old 10-19-2007, 04:04 AM  
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Default Re: Bloodthirsty Choker = joke loot?

Quote:
Originally Posted by Alvar View Post
(snip)Second if you die from effect on this item you will have to die twice cause you'll get hit by Bloodpower when you revive so you get twice armor damage/xp debt just for having this item equipped...
(snip)
Pretty funny how devs let such items go live without even testing it good Hope it will get fixed. Already petitioned it and aoe multiple self hit too.
ROFLMAO

Sorry, that's really, really funny.

I wonder how many of these problems were reported on Test but just overlooked because the devs are more concerned with RoK atm. Still, you'd think they could fix things like the killing you twice bug. Especially given how many people would obviously want to use the effect on it. GG SOE.

Anyone else got any weirdness to share concerning this item?
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Old 10-19-2007, 04:15 AM  
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Default Re: Bloodthirsty Choker = joke loot?

Quote:
Originally Posted by Alvar View Post
Pretty funny how devs let such items go live without even testing it good Hope it will get fixed. Already petitioned it and aoe multiple self hit too.
But, but, but... the players on test tested the new content!!
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Old 10-19-2007, 10:58 AM  
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Default Re: Bloodthirsty Choker = joke loot?

This item is great.. the 5% MAGIC damage is manageable and give a true 10% across the board on spells. I know have another slot for gear I will not upgrade for a long long long time.

the only concern I have is when I went to Kaladim it did not proc once but every other zone it worked fine and it also had a chance to not damage me at all . Wards, life tap etc help off set this item.
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Old 10-19-2007, 05:01 PM  
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Default Re: Bloodthirsty Choker = joke loot?

Am I correct in assuming that magic resists help too?


-h
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Old 10-19-2007, 05:33 PM  
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Default Re: Bloodthirsty Choker = joke loot?

Quote:
Originally Posted by tracheaspider View Post
I wonder how many of these problems were reported on Test but just overlooked because the devs are more concerned with RoK atm.
Zero.

Actually, most, if not all of these problems have nothing to do with the item itself. Nor is it "poorly implemented"; it functions in the same fashion that all procs do, you just don't typically see negative effects on the procs, so it's seen as an added bonus when things proc multiple times (from AoE spells), or when they crit. The one portion mentioned that does sound buggy is the damage on resurrect. That is unintended, and I'll see what I can do about mitigating that.

Quote:
Originally Posted by Alvar
Pretty funny how devs let such items go live without even testing it good
We don't have hours to devote to testing each and every item we create. Because it wasn't apparent that dying would cause a player to re-wear this item, nobody thought to try killing themselves with it on. I do pretty extensive positive testing on all effects I create, but there are literally an infinite number of negative test cases that could be run, and no matter how many we do, tens of thousands of players are eventually going to run into situations we hadn't even thought of.

Of course I could always go back to just putting straight stats on every item and avoiding this situation altogether... but where's the fun in that?
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Old 10-19-2007, 05:44 PM  
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Default Re: Bloodthirsty Choker = joke loot?

Quote:
Originally Posted by fyreflyte View Post
Zero.

Actually, most, if not all of these problems have nothing to do with the item itself. Nor is it "poorly implemented"; it functions in the same fashion that all procs do, you just don't typically see negative effects on the procs, so it's seen as an added bonus when things proc multiple times (from AoE spells), or when they crit. The one portion mentioned that does sound buggy is the damage on resurrect. That is unintended, and I'll see what I can do about mitigating that.


We don't have hours to devote to testing each and every item we create. Because it wasn't apparent that dying would cause a player to re-wear this item, nobody thought to try killing themselves with it on. I do pretty extensive positive testing on all effects I create, but there are literally an infinite number of negative test cases that could be run, and no matter how many we do, tens of thousands of players are eventually going to run into situations we hadn't even thought of.

Of course I could always go back to just putting straight stats on every item and avoiding this situation altogether... but where's the fun in that?

Haha, that was awesome
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Old 10-19-2007, 06:06 PM  
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Default Re: Bloodthirsty Choker = joke loot?

Quote:
Originally Posted by fyreflyte View Post
Zero.
that means that u got the wrong beta testers then
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Old 10-19-2007, 06:42 PM  
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Default Re: Bloodthirsty Choker = joke loot?

Quote:
Originally Posted by fyreflyte View Post
Zero.

Actually, most, if not all of these problems have nothing to do with the item itself. Nor is it "poorly implemented"; it functions in the same fashion that all procs do, you just don't typically see negative effects on the procs, so it's seen as an added bonus when things proc multiple times (from AoE spells), or when they crit. The one portion mentioned that does sound buggy is the damage on resurrect. That is unintended, and I'll see what I can do about mitigating that.


We don't have hours to devote to testing each and every item we create. Because it wasn't apparent that dying would cause a player to re-wear this item, nobody thought to try killing themselves with it on. I do pretty extensive positive testing on all effects I create, but there are literally an infinite number of negative test cases that could be run, and no matter how many we do, tens of thousands of players are eventually going to run into situations we hadn't even thought of.

Of course I could always go back to just putting straight stats on every item and avoiding this situation altogether... but where's the fun in that?
Edited i miss read the text sorry.
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