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Old Apr 05, 2007, 11:17 PM // 23:17   #1
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Default Deep Wound destroyed!?

K get this,
When applying Deep Wound, the upper 20% of the healthbar becomes grey, just like exhaustion on the energybar...

BUT, this helps the healers in case of a spike, eg shockwar spike, as after eviscerate this becomes grey after eviscerate, screamin "spike over here, heal me" not like before, where it visually looked like rake dealt a lot more damage, due to DW kicking in..

Anyone confirm this??
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Old Apr 05, 2007, 11:21 PM // 23:21   #2
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Poison and disease both display green bars. During battle you can also see clouded feet for weakness or clouded eyes for blind while burning had the character on fire. Deep wound had nothing and I think this is a fair change. Deepwound is overpowered anyway.
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Old Apr 05, 2007, 11:31 PM // 23:31   #3
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If the enemy monk only realizes who you're spiking by seeing the Deep Wound applied, it should already be too late to save the target, unless your spike sucks.
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Old Apr 05, 2007, 11:37 PM // 23:37   #4
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Quote:
Originally Posted by Wasteland Squidget
If the enemy monk only realizes who you're spiking by seeing the Deep Wound applied, it should already be too late to save the target, unless your spike sucks.
I totally agree.
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Old Apr 06, 2007, 12:02 AM // 00:02   #5
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might be, but my point is it tells you that the spike is coming, before it's actually coming, which I suppose makes the same difference as if someone used a HCT mod...

for the other conditions, good point but to save a person from dying due to poison, you have a fairly larger ammount of time on you...
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Old Apr 06, 2007, 12:19 AM // 00:19   #6
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This grey bar of deep wounds is a very good thing which only improves the interface that players use to interact with the game, just like the new progress bars in the effects monitor. I dont think it makes deep wound less useful at all. Hush and quit complaining.
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Old Apr 06, 2007, 12:30 AM // 00:30   #7
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When playing good teams, deep wounds are always called anyway, so I don't see this changing anything.
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Old Apr 06, 2007, 12:34 AM // 00:34   #8
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does this make the health drop apply immediately?
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Old Apr 06, 2007, 12:47 AM // 00:47   #9
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You can see a spike by the players all around one person...

They could always call deepwound on vent before...

This thread is dumb. It's a nice feature (especially for those who mute vent while playing), whining about it is just dumb .
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Old Apr 06, 2007, 12:47 AM // 00:47   #10
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no, deep wound works in the same way, its just that you can see it now.
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Old Apr 06, 2007, 12:50 AM // 00:50   #11
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Quote:
Originally Posted by Wasteland Squidget
If the enemy monk only realizes who you're spiking by seeing the Deep Wound applied, it should already be too late to save the target, unless your spike sucks.
very good point, its not going to change anything really....

The idea of a spike is to kill them fast, so if your not killing stuff you better practice on timing.
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Old Apr 06, 2007, 01:29 AM // 01:29   #12
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Quote:
Originally Posted by Badboy Thrasher
not like before, where it visually looked like rake dealt a lot more damage, due to DW kicking in..
You spiked with axe rake?
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Old Apr 06, 2007, 04:30 AM // 04:30   #13
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I don't get it. I've always thought DW should have grayed out the BOTTOM 20%, because that's what it REALLY does, and would address the minor cosmetic issue of health bars showing incorrectly until the target takes damage with DW applied.

... But now they do the exact opposite and the health bar of a DWed player is even less accurate. What was the point of this change again?

Last edited by Riotgear; Apr 06, 2007 at 05:08 AM // 05:08..
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Old Apr 06, 2007, 05:16 AM // 05:16   #14
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Quote:
Originally Posted by Riotgear
I don't get it. I've always thought DW should have grayed out the BOTTOM 20%, because that's what it REALLY does, and would address the minor cosmetic issue of health bars showing incorrectly until the target takes damage with DW applied.

... But now they do the exact opposite and the health bar of a DWed player is even less accurate. What was the point of this change again?
Lol, what? Deep Wound reduces your max health by 20%. Therefore, taking 20% off the top of your health bar seems almost logical. What are you talking about?
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Old Apr 06, 2007, 05:39 AM // 05:39   #15
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It takes 20% off max and curent, but before, it didnt show the 20% off current. when followed up with another attack, it brough it down to 80% of the previous health and also took away the damage from the attack.
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Old Apr 06, 2007, 07:11 AM // 07:11   #16
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Deep wound makes it confusing now...
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Old Apr 06, 2007, 07:20 AM // 07:20   #17
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Quote:
Originally Posted by Badboy Thrasher
might be, but my point is it tells you that the spike is coming, before it's actually coming, which I suppose makes the same difference as if someone used a HCT mod...
I don't know how to argue with this assertation because it blatantly disagrees with reality.
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Old Apr 06, 2007, 07:21 AM // 07:21   #18
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Quote:
Originally Posted by Badboy Thrasher
might be, but my point is it tells you that the spike is coming, before it's actually coming, which I suppose makes the same difference as if someone used a HCT mod...

for the other conditions, good point but to save a person from dying due to poison, you have a fairly larger ammount of time on you...
ok first off, what the blue hell are you smoking? Deep wound was NEVER applied before the spike. it was always applied DURING the spike. besides, its not that hard to see a spike comming 90% of the time. Whereas before it was called out over vent, if anything it helped monks out because now you cant cover deep wound as effectively due to it being obvious as to the person it is applied too.
Quote:
Originally Posted by holymasamune
Deep wound makes it confusing now...
Ok this reply makes absolutely no sense at all. How is deep wound confusing? a little grey box shows up, showing you that 20% of the max health of that character has been reduced due to the condition. is it reading that fails you or comprehension?
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Old Apr 06, 2007, 07:34 AM // 07:34   #19
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Quote:
Originally Posted by Wasteland Squidget
<snip> spike sucks.
This is the key to this discussion.

It's great to take quotes out of context.
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Old Apr 06, 2007, 07:46 AM // 07:46   #20
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Quote:
Originally Posted by Sol Is Pyrrhus
Lol, what? Deep Wound reduces your max health by 20%. Therefore, taking 20% off the top of your health bar seems almost logical. What are you talking about?
DW does not work like exhaustion, you lose the portion of your CURRENT health until it's removed.

Suppose you had 40% of your max health left, and got DWed. You now have 20% of your normal maximum health, which is 25% of your new maximum health.

With the new system, it just grays the top 20%, and resizes the health bar into the bottom 80%, which has the same problem, in fact it's even MORE inaccurate than it was before. What it should be doing is not rescaling that portion of the bar, and just graying out the bottom. Then, the bar never moves, the non-gray portion still always represents the proper portion of your health, and the gray area properly represents how the DW actually works.

Since neither the new or old systems update properly until damage is taken, let's assume you take a packet of 1 damage just to update it.

Old system:
Before DW: 40% red, 60% dark red
After DW: 40% red, 60% dark red
After update: 25% red, 75% dark red

New system:
Before DW: 40% red, 60% dark red
After DW: 32% red, 48% dark red, 20% gray (Notice how this is not properly representing ANYTHING)
After update: 20% red, 60% dark red, 20% gray

What it should be:
Before DW: 40% red, 60% dark red
After DW: 20% gray, 20% red, 60% dark red
After update: 20% gray, 20% red, 60% dark red
(And of course, in this case, removing DW just makes the gray area turn red again. Simple, intuitive, accurate.)


Naturally, a good team's going to pick up what's going on, and has bigger things to worry about than whether the HUD is updating properly when someone's getting spiked. But it makes absolutely no sense to make a UI update that makes things display LESS accurately.

Last edited by Riotgear; Apr 06, 2007 at 08:00 AM // 08:00..
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