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 new npc boss debuff. 
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hive cluster

It seems that the debuff from the npc is still on after the boss has been killed


can you do something about this.

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Fri Dec 28, 2012 6:06 am
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Remric wrote:
hive cluster

It seems that the debuff from the npc is still on after the boss has been killed


can you do something about this.

The debuff from every NPC is still on after the boss has been killed unless removed. Play smarter and remove it before the NPC dies.

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Fri Dec 28, 2012 6:26 am
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Annabell wrote:
Remric wrote:
hive cluster

It seems that the debuff from the npc is still on after the boss has been killed


can you do something about this.

The debuff from every NPC is still on after the boss has been killed unless removed. Play smarter and remove it before the NPC dies.


What if it gets you with the last hit?


Fri Dec 28, 2012 6:55 am
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FerrusManus wrote:
Annabell wrote:
Remric wrote:
hive cluster

It seems that the debuff from the npc is still on after the boss has been killed


can you do something about this.

The debuff from every NPC is still on after the boss has been killed unless removed. Play smarter and remove it before the NPC dies.


What if it gets you with the last hit?


Same thing as when you hit a KVT with no Fuses.

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Fri Dec 28, 2012 7:03 am
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I am in shock at this here thread. Not upon the content, but the author. :ugeek:

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Fri Dec 28, 2012 7:09 am
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Darth Flagitious wrote:
FerrusManus wrote:
Annabell wrote:
The debuff from every NPC is still on after the boss has been killed unless removed. Play smarter and remove it before the NPC dies.


What if it gets you with the last hit?


Same thing as when you hit a KVT with no Fuses.


Yeah, but with the KVT it's your fault for not planning ahead, and attacking someone when you don't have any Fuses. In this situation, you do not have that option.


Fri Dec 28, 2012 6:19 pm
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FerrusManus wrote:
Darth Flagitious wrote:
FerrusManus wrote:

What if it gets you with the last hit?


Same thing as when you hit a KVT with no Fuses.


Yeah, but with the KVT it's your fault for not planning ahead, and attacking someone when you don't have any Fuses. In this situation, you do not have that option.


No one forces you to attack the Cluster either...

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Fri Dec 28, 2012 6:27 pm
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Darth Flagitious wrote:
FerrusManus wrote:
Darth Flagitious wrote:

Same thing as when you hit a KVT with no Fuses.


Yeah, but with the KVT it's your fault for not planning ahead, and attacking someone when you don't have any Fuses. In this situation, you do not have that option.


No one forces you to attack the Cluster either...


Sorry, can't give you that point. The question is whether or not it's fair that you're stuck with the debuff after disabling the NPC. By saying "no one forces you to attack it" you are merely sidestepping the issue by, essentially, arguing that it's fair because that's the way it is. As we know, though, things aren't always fair exactly the way they are when they first come out, and thus that is not a good point.


Fri Dec 28, 2012 6:52 pm
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FerrusManus wrote:
Darth Flagitious wrote:
No one forces you to attack the Cluster either...


Sorry, can't give you that point. The question is whether or not it's fair that you're stuck with the debuff after disabling the NPC. By saying "no one forces you to attack it" you are merely sidestepping the issue by, essentially, arguing that it's fair because that's the way it is. As we know, though, things aren't always fair exactly the way they are when they first come out, and thus that is not a good point.


Sorry Ferrus but I can't give you points for "It's not FAIR!" either. I'm not sidestepping anything. It's fine the way it is as far as I'm concerned. When you attack this critter, this is a possible result.

I really hate to be the diaper changer, but if you play it smart and COORDINATE with your legion, this shouldn't happen at all. Has anyone gotten the thing down to 1 shot, with a clear Dispersement timer and had another legionmate open the Cluster to the Actions tab? You take the shot, then the legionmate should still have the option to Disperse as long as they don't close the box.

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Fri Dec 28, 2012 7:03 pm
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What if you disable it while on the actions tab?
Can you purge the effect after its dead.

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Fri Dec 28, 2012 7:04 pm
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Darth Flagitious wrote:
FerrusManus wrote:
Darth Flagitious wrote:
No one forces you to attack the Cluster either...


Sorry, can't give you that point. The question is whether or not it's fair that you're stuck with the debuff after disabling the NPC. By saying "no one forces you to attack it" you are merely sidestepping the issue by, essentially, arguing that it's fair because that's the way it is. As we know, though, things aren't always fair exactly the way they are when they first come out, and thus that is not a good point.


Sorry Ferrus but I can't give you points for "It's not FAIR!" either. I'm not sidestepping anything. It's fine the way it is as far as I'm concerned. When you attack this critter, this is a possible result.

I really hate to be the diaper changer, but if you play it smart and COORDINATE with your legion, this shouldn't happen at all. Has anyone gotten the thing down to 1 shot, with a clear Dispersement timer and had another legionmate open the Cluster to the Actions tab? You take the shot, then the legionmate should still have the option to Disperse as long as they don't close the box.


Once an npc is dead, even if you have the actions tab open with a clear dispersement timer... when person A clicks that attack button and the npc is dead, when person B clicks that dispersement button, you get the message that the elite is no longer within range or something.

Its that way with every elite... when you try to use an artifact(or an ability) on an npc thats already dead, you get the message that its no longer there.


Fri Dec 28, 2012 7:07 pm
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*Ding ding ding*
Fight!

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Fri Dec 28, 2012 7:29 pm
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In order to remove the debuff from your team mates uou sacrifice your ship to get the debuff and remove it from them. After the npc dies someone is stuck with the debuff for the next 25 minutes or more without any cure.

So basically what im saying is you sacrifice 250 energy to cure everyone else but after you cure everyone else your stuck with a 99%debuff even after the npc boss dies.

You know what would really make this really fun if. After you have this debuff your invade chance goes up say 20 to 40%

Now that will be great...


now remind me again why I bothered posting in this forum

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Fri Dec 28, 2012 7:35 pm
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iit might need to be fixed later on but for now you should just have someone who will be going offline kill it


Fri Dec 28, 2012 7:36 pm
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Or maybe do missions, PvP or fluxjack a planet. None of those are affected in any way by the Swarm effect...

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Fri Dec 28, 2012 7:38 pm
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Darth Flagitious wrote:
FerrusManus wrote:

Sorry, can't give you that point. The question is whether or not it's fair that you're stuck with the debuff after disabling the NPC. By saying "no one forces you to attack it" you are merely sidestepping the issue by, essentially, arguing that it's fair because that's the way it is. As we know, though, things aren't always fair exactly the way they are when they first come out, and thus that is not a good point.


Sorry Ferrus but I can't give you points for "It's not FAIR!" either. I'm not sidestepping anything. It's fine the way it is as far as I'm concerned. When you attack this critter, this is a possible result.

I really hate to be the diaper changer, but if you play it smart and COORDINATE with your legion, this shouldn't happen at all. Has anyone gotten the thing down to 1 shot, with a clear Dispersement timer and had another legionmate open the Cluster to the Actions tab? You take the shot, then the legionmate should still have the option to Disperse as long as they don't close the box.


People can argue about whether or not it's fair, and Dan has listened to that plenty (recall the myriad changes in TM usage after the incident with Fluffy).

Yes, Dan's intention was to promote coordination; however, as Kirk mentioned, such coordination as you describe is not possible. Therefore, leaving the buff after the NPC is gone does not achieve that objective, and therefore there is no good reason to leave it on after the NPC has expired.

With the exception, of course, that the game doesn't track from which NPC you got which debuff, and that could be problematic to add to the game. Still, there is no theoretical reason to leave this as it is.

EDIT: Although, to be fair, I would go for just making it so that the effect can't happen on the final hit. That's the only time Legion coordination can't solve the problem, and I believe it would be easier to implement as well.


Fri Dec 28, 2012 8:30 pm
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I think what remeric is tryint to day is the NPC leaves with a JERK move! if some one walks away for 20+mins you realy think they will sit back down later. lol no! this npc makes people get up to play other games keep it up and there know point in playing this game. Hindering the ablity to play like this with no cure is just plain stupid! you dont want people walking away they will find games that dont cause that.

We have jobs we have lives we have things to do! cut some ones play time and they will leave.

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Sat Dec 29, 2012 11:05 am
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