Lockdown Invincibility Frames Bug: Discussion

You might want to practice what you preach and think before you post as well. You're right, the point of mist bombs is to spread status, and how else does it accomplish that other than dealing the status effect chance in rapid pulses? Unfortunately/Fortunately for us, this pulsing registers as a hit on Guardian shields. To remove it would be to make it such that the mist will only have one chance to shock anyone, and that is upon them first stepping into the mist, following which they are free to move about in the mist should they have resisted the first 'hit' which defeats the whole purpose of it being a mist bomb. Perhaps in the near or far future the developers might come up with a way to program the pulsing as not registering as hits on shields, but right now it seems like that is the only way to ensure mist bombs are functioning properly.
Also, contrary to what you might think, I am in agreement of the tweaks you proposed regarding hitstun and/or invincibility frames being kept/removed on certain weapons. But take note: are you not also wanting some, if not all, weapons to be altered to 'accommodate' this bug as well via your propositions? Why then are you criticizing me about 'wanting all weapons to be altered'?
Strikers can dash inside status bombs they are immune to no problem. Guardians and recons are kinda screwed. I might be nearly invulnerable while in the field, but I certainly can't strike back or move either. When I try to put up my shield to parry, my timing gets all screwed up. I'd love to retaliate inside the field, but I get to be rooted to the ground instead. Frankly, the bomb shouldn't ping the SHIELD (or cloaked recons for that matter). It does no damage, and can do nothing to it. It can pulse on everything else. Surely that's possible to code.

I would be all for mist bombs not constantly pinging the Guardian's shield or breaking a Recon's cloak unless the status gets applied to the Recon. It is rather unfair that Strikers can dash through the mist without losing their boost while Recons and Guardians lose their cloak or constantly get pinged while in the mist.
Or making it so that Strikers dashing through mist lose their boost like the Recon's lose their cloak... that would probably get people raging a lot though.
~Gwen

"Or making it so that Strikers dashing through mist lose their boost like the Recon's lose their cloak... that would probably get people raging a lot though."
+1 to this. It would make Strikers think twice before dashing in in an attempt to get a first hit and then running far away to wait for the shock status to expire. Not sure how it would work if the Striker has immunity to shock though.
Speaking of status immunity, how much resist must be on the armor and helm for them to resist Minor statuses? Is it just a maximum UV on each, or it has to be a maximum UV on each on top of an inherent maximum resist (eg. Divine Veil/Cloak, Mercurial Demo set, Mercurial mail)?

You people need to understand, this BUG is for EVERY SINGLE WEAPON. There is absolutely NO cool down in between damage, so EVERY weapon is effected in some way. Some are more noticeable than others (Blitz, Hammer, Cutter). It is not single little bugs for certain weapons. Have none of you noticed the mobbing?

I'd like to suggest that the game shows the damage one causes to an opponent in numbers, exactly as you can see it now in the clockworks.
I also wouldn't mind having full inspect in LD.
I use AA often, but I would have no problem giving that up if 360 degree sword attacks were removed.
I can't tell how often being killed by a sword when you are further to your opponent than the length of that sword is caused by lag, but if the lag is not the cause then I would like to see the damage area of the sword adjusted to the visible sword damage area on the screen.
It makes absolutely no sense that some hits of a weapon to an opponent do not cause any damage. I have nothing against balancing the damage of all weapons' hits, although I can also handle them just fine as they are now.
I've seen many people playing LD over the weekend, maybe as many as any weekend. Players who used to do a lot of damage before, also did a lot of damage after the removal of the invincibility frames. Even those who complained about the changes kept playing many many matches afterwards - nobody plays a game if they don't enjoy it, do they?
@Griseolar
For guardians, max+med. Strikers, max+high. Not sure about recons. Which reminds me, I need to bump that one thread. Also, I hope you realize that if we make strikers lose their boost in mist fields, guardians will be allowed to remain invincible, since it's more of a hindrance than a boon (since, as I've said, we're basically in stasis; can't attack, move, *and* the shield bubble doesn't heal us). So think about that.
@Icegill
Pretty sure most do, they just don't focus on the forest. Instead they focus on the tree with a death laser mounted in the canopy rather than the ones whose needles are a bit more sharp.
@Cxtralu
There is full inspect, it's just that damn near everyone keeps it off. Maybe you want a forced on instead? At the very least, the display for what weapon killed you has been bugged for ages and ages, and that needs fixing. Oh, and this is the kind of horribly broken monstrosity that's only hilarious for about a week. I myself have taken up maximum trolling for the time being. Past that, it gets old.
@Bulby
You talk about the "odds" of going on outnumbered, However, with invincibility frames there is actually 0 difference in odds when going 1v1 or 1v3 or 1v5 or whatever. Why? because invincibility frames put a hard cap on how much damage you can receive. Going 1v1, there is a minimum time before you will get taken down. Going 1v2 THIS TIME IS EXACTLY THE SAME. Going 1v10 THIS TIME IS EXACTLY THE SAME. That is A CAP ON DAMAGE RECEIVED. Which means being attacked by 1, 2, 3, 4, 5 or more players is in fact not disadvantageous. In fact, with invincibility frames, YOU WANT your enemies to attack you at the same time, because your DPS output will be multiplied based on HOW MANY people you can hit with one swing.
In a 1 v mob attack. (And by mob I mean they pile on you so you can hit them all with a single swing).
The single player's DPS is *
The mobs DPS is * 1. (Attacking in groups is severely detrimental to DPS making attacking in groups ineffectual and pointless)
It just looks like 1 v mob is some crazy ridiculous feat of effort, but in actuality, because of the mechanics, it is not actually that big of a deal. Bring a wide arching weapon, and you can cut down a group of players with not much more difficulty than 1v1.
Yes it is smarter if a group of enemies relied on special effects like the guardian shield and recon's defense debuf when doing teamwork. However if you go 1v3, that is YOUR FAULT, it SHOULD be a considered bad error on your part, and you should be punished for it, not rewarded. And let me re-iterate on that. When you go 1v3 you are REWARDED with a MUCH HIGHER DPS output potential.
I agree, winning 1v3 should be an incredible feat of skill. However with this mechanic. It is NOT. Winning 1v3 is simply something that happens simply because of the mechanics of damage, and is not an indicator of skill. You are saying that you do not like the fact that it is HARDER to win going 1v3. The truth is, you simply want to be able to think that you are awesome, but you don't actually want to have any measurable skill above and beyond the norm to pull it off. Invincibility frames TRIVIALIZE the ability to win 1v3.
On another note, double tramming is a very common strategy in team based sports. It is not some sort of cheap tactic. If there is a superstar player, you bet he will get double teamed. But what the defending team has to consider, is if they really want to leave that other player wide open. He isn't a super-star, but you better believe he can score if he is left unattended.
And if you are a superstar lock-down player, and you think it terms of team play, you realize, that if you are being double teamed or triple teamed, the truth is, YOU ARE THE MOST IMPORTANT player, even if you die. Why? because when the opposing team triple teams you, the opposing team is making a huge sacrifice to defending their points. If you are being chased by the enemy team, all you have to do is ask your teammates to go and cap the now unattended points. In the future, if, this game-play mechanic is adjusted so that being mobbed is certain death, remember this, don't think of winning in terms of killing off the enemy players, think of WINNING as DISTRACTING the mob long enough for the rest of your team to capture then entire map.
The biggest problem with invincibility frames is that is institutes a kind of cap to damage received. And as described above, it breaks some things. I think it breaks a lot of thing.
I think it overemphasizes health (why are health trinkets so popular? now I understand) (I understand de-emphasizing health will make guardians even more useless, but guardians needs to be balanced in other ways than, Ha I have more health than you).
I think it completely breaks cutters, and other fast swinging, low damage swords/weapons. Basically, Invincibility frames modifies the DPS of fast weapons into oblivion.
Some people say that taking out invincibility frames doesn't fix the balancing issues. I agree, you still need to balance things, even if you remove it. I however believe that removing invincibility frames will do a lot to enable balancing. However, everything is a moot point if OOO continues to refuse to balance weapons in LD differently than they balance them for the Clockworks. The meta-game for LD will always be a broken mess if LD isn't balanced separately from clockworks. And let me re-iterate, the meta-game for lockdown is an absolute mess, that is why you see complaints of FF wielding Skolvers all the time. Just another reason not to take LD seriously at all.

I don't know if there is an option to inspect another player while in an LD match - this is what I was referring to in my previous post. Is there an option to perform inspect on another player while in an LD party?.
Only if such an option doesn't exist already, I am thinking that an inspect option in LD would allow us to see the UVs and trinkets, since we already see the armor and we learn the weapons another player prefers to use. I wasn't thinking about a forced full inspect, but about showing the same info you see when inspecting another player in haven.

Have you ever tried to beat a double team like Thrillhaus and Canozo? It's dang near impossible by yourself. Here's something else for you to think on, I've totally thrashed entire groups thanks to this bug without even trying! The battles are no longer about skill. Before, the odds were around 30-70 in favor of the mob (maybe even more lop-sided, but I'm being conservative). Now it's more like 50-50. All that matters is pretty much whoever gets the first strike. If someone in the mob you're fighting gets it you'll probably lose, but if YOU get it it's extremely easy dispatching an entire group because NONE of them have a chance to react. I've been able to consistently rip through a group of 3 or 4 in mere seconds. Whereas before, It would take some considerable skill and time to pick off each person one at a time. And really, the only time I could hit more than one person at the same time was if they were all bunched together in a nice compact package. But even then, pre-bug, after I would hit two people simultaneously (and this was usually on my first strike sneak attack in the blind spot) each one of them had a frame of invincibility and had the opportunity to run in all different directions and mount a counter strike. If they stayed bunched up so I could hit them all at once, shame on them. Now, thanks to this bug, my first strike has been magnified three-fold and a group of 3 or 4 no longer has a chance to mount a defense; Especially if I have a Blitz Needle. Thanks to the bug, taking on a mob is REALLY no great feat at all anymore. It's a toss-up!
Lockdown, as it stands, takes to effort and no has no need for strategy. If it remains the way it is now it will lose its attraction and die very quickly. If you really want this implemented, then I suggest only one thing: There be two lockdowns. One Lockdown would keep this bug and the other be put back the way it was. This way, you can see beyond a shadow of a doubt, that there will be more people in the classic Lockdown. I know, it may seem like this new version is fun now, you get to use two (yeah, that's right, only TWO) new weapons and and you don't have to think as much, OMG! It won't take long though for this to get really old really fast.

You can inspect other players by clicking their names on the end-game report, proven they haven't left the party. Inspection is, as always, affected by whether or not they have full inspection allowed.

@Shidara well, if they have uv's on their armor/helm and you inspect them but they don't have full inspect on, you can still see the uv's on their armor/helm for some reason o3o

@Trying that's only if their in haven, you can't wear a costume in Lockdown, i do miss being able to wear my chapeau in Lockdown, darn you OOO for that....
i just hate it when some1 sneaks up with blitz and instantkills me while i hav no clue, theyr not even visible on my screen, thats rly unfair.
also as an aussie i suffer lag, lag, lagg latttencyyy, sometimes its just frustrating to deal with these blitz trollers.
well now im afraid of capping :P i just go out and mass kill, if theres a blitz well good luck, ill pick my hammer, fov and get aa on spam the screen.

-Alchemers hits with ricochets on the same player, making the possibility for alchemers to kill with 2 bullets shot.
-Blitzneedle charge instakills without having to hit half of the bullets.
-Final flourish was already the best and most used sword, now it hits 3/3 swings instead of 2/3.
-Antigualine used to be an assist gun, so that a team player could kill easier. Now ALL dmg stack from all players, making it even more annoying.
-Players who used to spam combos and have auto target on, now get more dmg. Those are the worst kind of players there is, why should they be encouraged to keep on?
-FOV charges used to, as far as i know, instakill. it does not need a dmg boost.
Please please please dont keep any of these bugs.
Edit: im sorry for using inappropriate language, i did not mean to sound rude or offend anyone. ty gms for removing it.

Dear OOO before you relegate my shooting irons back to 5* versions of little Timmy's pea shooter, please take heed of this informative clip about irl fight mechanics.
http://www.youtube.com/watch?v=4DzcOCyHDqc
Ty in advance.
~Luke
FF - BTB Hits 3-3 in combo
Hammer Insta-kill
Blitz Charge and some other swords Insta-kill
But think a little...
Does everyplayer always aim correct to the target?
The real problem is not the damage or the weapons or the frap invulnerability.. the problem is that OOO AIMS FOR THE NOOBS..
If OOO remove AA, there will be NO PLAYER HITTING 3 Hit Combo, or hitting FULL- TIME WITH THE HAMMER, There will be NO PLAYER hitting every single attack with Cutter Lines...
Like I said.. the problem is not the damage... is the noobs spamming with AA ABUSING OF THE FEATURE...
I'm sure if OOO removes AA from Lockdown.. ppl will not longer complain... and all the "good players" will convert in noobs in 0.00025 seconds

Unfortunately/Fortunately for us, this pulsing registers as a hit on Guardian shields. To remove it would be to make it such that the mist will only have one chance to shock anyone, and that is upon them first stepping into the mist, following which they are free to move about in the mist should they have resisted the first 'hit' which defeats the whole purpose of it being a mist bomb.
You don't need to make the mist bombs pulse only once in order for them to not affect guardian shields. What the bomb can do is limited only by the programming language, and making an exception for when the guardian shield up is hardly anything revolutionary. You're welcome to continue looking for any oversights I may have made in my thinking, but as it stands, I do believe I have thought this out more thoroughly than you have.
Also, contrary to what you might think, I am in agreement of the tweaks you proposed regarding hitstun and/or invincibility frames being kept/removed on certain weapons. But take note: are you not also wanting some, if not all, weapons to be altered to 'accommodate' this bug as well via your propositions? Why then are you criticizing me about 'wanting all weapons to be altered'?
I'd be completely happy to see the bug fixed and have lockdown revert to how it was before the bug with no weapons altered whatsoever. However, some people seem to like the fact that some weapons are more viable, which is why I proposed a compromise. My compromise would only change 2-3 weapon lines while the majority would remain the same. Your original position that you are in favour of keeping the bug in place would be a change to all weapons - including ones that were perfectly functional pre-bug. Furthermore, the reason you said you were in favour of the bug was due to the mechanics of one weapon line (mist bombs) that you found disagreeable. I'm criticizing your opinion because it supports changing tens of weapons that were perfectly fine, in order to fix one, which is just not good common sense.

Could you just change Blitz and not the whole Autogun line? I really liked using my Volcanic Pepperbox...
@Feller: I agree! The hammer especially would be a lot less OP without AA. Too bad OOO will never get rid of it.
Antiguas are a pain. Super easy to use, can stun lock, and do very respectable damage. Lots of hate for the new blitz too, even though it's still terrible. Unfortunate, as I'm afraid this may cause OOO to overlook other guns( alchemers!) which benefited from the bug without necessarily becoming unbalanced.

So I've been keeping track of the bug and what's generally been discussed so far about it. I personally haven't played LD since the bug came, but it's easy enough for me to imagine what it has caused so far. I certainly agree with a good portion of what Gwen has stated in the past, but here's something I'm gonna add in regards to to the mist affect guardians and recons.
Now Guardian shields pulsing and recon cloak fields disabling are certainly annoying; more so the former for me, because I tend to play a lot as Guardian. True, the 'statis' effect does make you somewhat invulverable to attacks as a guardian, but it's still annoying as heck, especially when it hinder's my movement. Honestly, if I'm not immune to the mist's status, I should be able to choose to walk normaly through it, since I completely trade my ability to attack within the mist in the first place. I have two choices then; wait for the mist to dissapear before lowering shields, or, if I'm forced into the situation, disable it and take the status. That's kind of a decision maker there.
I suppose the stasis is debatable, since both being able to simply wade through to the mist to heal your allies and simply sticking in the mist in stasis both have strategic value to extent. I just find the latter very annoying, especially when you get trapped; there should at least be some leeway in getting out of a mist more quickly with enemies around as opposed to being 'snared' with them waiting to cause you problems.
Moving onto the recon, I'm in partial disagreement with mist bombs being unable to deactivate cloak. Don't get me wrong; it's even more annoying find your entire cloak gone from a mist that isn't supposed to do damage (Excluding fire and shock), and more specifically, doing it once you touch the mist. However, I'm against recons going through mist cloaked, when they're immune to the status, without some kind drawback, because in some realistic fashion, it's a cloaked figure walking through a thick cloud. Think about that: an invisible entity walking through a thick cloud is bound to stir up movement, and give away his location.
In a manner of speaking, instead of the mist taking away his entire cloak, the recon is simply revealed until he exits the mist (Of course another explanation is that the cloaking equipment shorts when walking in a dense, status cloud like that, but let's all realism dictate every bit of gameplay). This does add the option of detecting recons with mists they're immune to, but still hold the chance of losing them, as Recon's could chance a walk to commit to certain task, like laying down the death mark.
Just food for thought ;).

-Alchemers hits with ricochets on the same player, making the possibility for alchemers to kill with 2 bullets shot.
Psst, you don't need to ricochet off yourself in order to have it double-hit on an opponent. They can move into it or get hit at the wrong angle so that they get double-hit.
-Players who used to spam combos and have auto target on, now get more dmg. Those are the worst kind of players there is, why should they be encouraged to keep on?
Players who were bad now die quicker to players that are good. Once in a while, a bad player will kill a better player due to surprise, but that's not completely unheard of.
----
@recon vs mist in previous post:
Eh, no. I'd rather have mist break my shield than give the illusion of working and making yourself a sitting duck.
You know what happens when recons are visible? They get attacked.
You know what happens when they get attacked? Their shield breaks.

@Feller Removing AA certainly would help, though the chances of that are probably slim, seeing it wasn't initially there then they added it in. Also I know this would not affect gunners much at all, since AA is more of a detriment than a help for aiming with a gun. I imagine there would be a huge change if it happened though.
The main thing I see wrong with bringing back invincibility frames (for good anyway) is that weapons work the way they were intended to work without them. Yes, alchemers are supposed to be able to clip and autoguns should be able to hit rapidly. The hammer is supposed to hit multiple times on the dash. Toothpicks and Cutters are supposed to be able to hit with all attacks in their combo, and the list goes on. Balancing a weapon by breaking it's mechanic is not the best way to do it. There are other ways, like what Feller said, reducing damage or making it scale down the damage as you land more hits in succession. There weren't so many complaints about the weapons working as intended in PVE, so why get so worked up on it now?

PvE is funamentally different to PvP. For one thing monsters have a lot more HP than players and they are much more expendable than player lives in LD. PvE is not the same as PvP and anyone arguing that weapons are now working as intended in PvE is missing the entire point of PvP.
On another note I agree with Bulby on the lack of invincibility frames removing any real need for teamwork. Now all players need to do is mob a buy to kill him whereas before a team actually had to work like a team in order to make effective use of their superior numbers. This means actually timing your attacks so that they don't hit when your ally hits and making sure you and your ally actually work together to lay on the damage each taking turns to keep the enemy stunned.

There's been a lot of discussion about making exceptions for specific weapons. However, the scientist in me cringes at the notion. There shouldn't be two dozen sets of rules depending on your weapon, class, tier, or the phase of the moon in your part of the world. That sort of system would lead to mass confusion, terrible advice, and, most likely, unintentional loopholes that would create a new flavor of the month and a new wave of whining. Overly complex rules and sub-rules would annoy players, and waste dev time coding separate exceptions for every weapon.
(I'd rather they spent the time working on danger missions!)
Also, for the record; auto aim isn't the demon that players like to pretend it is. It helps keyboard players aim in something other than 45 degree increments, but it's by no means a magic pill- the correction occurs in a fairly narrow arc, and we still have to work for our hits. Nor is spamming swings always an attempt to exploit "the devil's win button": sometimes, it's done by a player who knows that they're about to die, but has vowed to hurt a few opponents on the way down.
This- not the power of multiple hits- is the main reason why I've started spamming more since the bug took effect. I mean, I play a guardian; my lifetime is measured in milliseconds.

I never said weapons were ever broken in PVE, I meant they work they way they were designed to work like. Invincibility frames were hindering a lot of things because the weapons were seemingly designed to be in environment with no invincibility frames. Like I said before if dying too fast to a mob of players is an issue for you a sizable damage reduction of all weapons for lockdown could solve that.
Also, teamwork will beat out a team that lacks organization. There is more to teamwork than just execution of good timing. If you suspect a mob is coming, you can set up a trap with your teamates to counter their rush. The problem with the old system that had invincibility frames is that it made a lot of weapons seemingly useless. If people had to take turns hitting guy, why would you want to use a weaker weapon to deliver blows? it would only serve to hurt the team more than help. If you can only hit a guy once at a time, you might as well make the most of it. Also, why have multiple people attack the guy when one guy could do it solo and stun lock the guy while he was at it? There was no point in doing so, and I found myself a lot of times simply not bothering to attack, because it was only harming, not helping.
Also, when one guy rushes up to 3 people on a capture point and they all attack and hit successfully, why should two out of 3 attacks from the three people not count at all? The one guy's attack on the three people counts as one hit on all three, so why can't their three attacks count as one hit from each person, totaling three hits, on the one guy? Everyone successfully landed a hit, so everyone's hit should count. With the bug-less system the outcome of this situation would result in the one guy getting three hits, one on each guy, and the three getting one hit despite the fact that all three people landed a hit. This is not right.

Everyone complains about dying too quickly in t3 lockdown... so lets just make everyone die quicker!
So far, all this bug has done in my eyes is make trolling a viable method of getting over 10k damage.
So, you are arguing that it is easier for you to go against mobs now? OK... That is definitely not what I read in your previous posts.
I thought you where arguing the opposite. When you say things like "people are overjoyed that they can now mob people to tears" that is the impression I get.
I thought you where saying that people could simply mob you to win and that you where complaining about it being harder to fight off mobs.
But in your last post you make it clear that it is easier to fight off mobs, which is counter-intuitive to me, but if that is what you are saying I won't argue against that (I hope you aren't just flipping your story around for convenience). All I care is that fighting against a larger group should make it more lopsided against you.
I'm not really sure how this bug makes it easier to fight multiple opponents, but does this happen because of how the faster hits interact with the stuns/canceling opponent attacks? An deeper explanation would be appreciated, out of curiosity that is.
I would just like to say then, ensuring that you are in an even match up, is definitely a part of teamwork, and outnumbering your opponent in one part of the map is a tactical decision.

"What the bomb can do is limited only by the programming language, and making an exception for when the guardian shield up is hardly anything revolutionary. You're welcome to continue looking for any oversights I may have made in my thinking, but as it stands, I do believe I have thought this out more thoroughly than you have."
It's hard for us to say whether that's easily doable or nigh-impossible if neither one of us is in the programming sector. Going by my virtually non-existent knowledge of programming, I was under the impression that when you program something, for example the pinging of mist bombs on shields, it (the pinging) will apply to everything and making an exception is not likely because there isn't a 'mutually exclusive' kind of programming command or something. Anyone with more knowledge of programming, please feel free to correct me.

If you use a mist bomb against a trojan, you'll notice it will not affect him when he is facing the center of the mist, or where the bomb was set off from. It, however, does not make continuous ping noises, meaning the attack is being blocked, but the trojan not "ping locked" (for lack of better term lol) as a result. So yes, it is possible to make it so the mist does not "ping lock" the guardian while he's shielding in the mist. Don't know how simple it will be though.

No, "people are overjoyed they can now mob people to tears" means that some people are happy because they can bully-mob others until they cry.

When you run headfirst into a mob of four people you're kind of asking for it. You shouldn't pamper the reckless just because they tried to be the hero and take out a group solo but failed. If you're truly skilled you'll still pull it off, so making arguments against a group of people for focusing their offence on one person when there is just...one person on the field is kind of silly, in my opinion. If you get mobbed and cannot counter it, improve. Don't complain about 'no invincibility frames'. You can use that very feature to secure victory as well.

well today was my first day on ld with this Glitch, i was some disconnected due to doing many vanas runs and what i can say... mmm
I think the basic mechanic of the ld is lost, so many weapons desbalancig. like says other people before:
- Alchemers hits with ricochets on the same player, making the possibility for alchemers to kill with 2 bullets shot.
-Blitzneedle charge instakills without having to hit half of the bullets.
-Final flourish was already the best and most used sword, now it hits 3/3 swings instead of 2/3.
-Antigualine used to be an assist gun, so that a team player could kill easier. Now ALL dmg stack from all players, making it even more annoying.
-Players who used to spam combos and have auto target on, now get more dmg. Those are the worst kind of players there is, why should they be encouraged to keep on?
I like the idea of this "no invencibility frame" cuz all dmg is real not canceled for anyone, the bad thing is that there is no chance for counter attack one attack made for 2, 3 or 4 players at the same time, even you dont have the posibility of doing a counter attack or hit any people that are doing this 3 combo attack, yes u can kill him, easily when u are 1vs1, take time, only have to wait until this player do the last of is hit (the problem is the mayority of this persons are making another 3 combo and another 3 combo and another 3 combo attacks and hit u again and again), but what happens if they are 2 or 3 spammers at the same time? even u cant counter attack some guy attaking u with a Dreadvenom, u are killed from bullets from nowhere when u are figthing others guys, how can be a player that do 26k dmg only for shooting people from a large distance only using a blitz needle? now u dont need to have some skill to kill 1vs2 people, only u do need is other team mate and overnumbered, close ur eyers and do some ramdoms autotarjet spam attack to the dead.
Like said other player: I don't like the multitude of guns now able to 1 hit people off screen. I don't like how high ASI weapons can completely hitlock players until they die. I don't like how the hammer is the go-to auto target weapon to destroy anyone. And I don't like how guardian shields die in half a second, and i dont like the OP spammer 3 combo attack of flourish lines.
Now kill a group of 3 people it is much hard than before, but it is not for the "no invencibility frame", it is for the unbalanced weapons that there in game.
now all people are doing this spammer flourish 3 hit combos with autotarjet, in adition the ranges of the swings of that weapons are more increased too. soo there is hard evading one player attack, much harder scape from 3 spam attack with AA at the sime time. pleople that use 1 hit and shield cancel like me, i was forced to do the same spamer 3 combo tactics cuz i can even evade this 3 hit combo cuz due to my latency the dmg of this attacks is taken before the animation. All the skill needed before glitch is not needed anymore, Players who used to spam combos and have auto target on, now get more dmg. the skills needed in the game was replazed for doing spamm combos over and over and over and over with no skill needed to kill lot of people. the people with less conectivity has afected someway more than other people, cuz now we dont have to worry about a single hit from far distance, we have to worry abouth a 3 combo recived from a far distance. like says feller eliminating the autoaim could be a solution to poeple dont use this 3 combo or other desbalancing weapon like dreadvenom, blitz, etc. i just hope that LD come to normality in a few days, cuz ld in today has lost his atractive to me and if this game keep this way i will forced to left spiral knights to look another game.
Sorry my english i speak spanish :P

If people are dieing fast... and its due to weapons now working the WAY THEY SHOULD...
Looks like its time to Buff ALL sets but optimizing, and half buff the Hybrid sets...
More Health bonus, more Defense. OH LOOK. Bonus = Defense. Optimizers are glass cannons, and all the others can be surviving tanks... in the clockworks AND PvP.

...I went into lockdown this morning and got torn to shreds by a dude with a cutter, whilst rendered completely incapable of moving.
A CUTTER.
/weeps in shame
Please fix this. The attack-cancelling abilities and numerous strikes of the cutter, now that temporary invincibility has been taken out, make the whole thing pretty ridiculous.

@Tsubasa-No-Me Yet another possible solution, which would kill two birds with one stone. Those with wolver/gunslinger/demo lines would have the upper hand in offense, but would be taken down easily. Those with the defensive armors would have a lesser offense, but would be harder to take down. Though there might need to be a little extra balancing for those defensive armors that grant small offensive bonuses (I don't mean the damage vs. monster type ones).
@Aureate The cutter has a small range and is easy to dodge if you stay on the move. Even then, a flourish could stun lock you before the bug anyway. Maybe a better solution would be to remove interrupt from lockdown altogether, so at least people who are hit would have a chance to escape.

I was full health before I was hit by a Gunner's Magma Driver charge.
Results: http://imageshack.us/f/163/spiral20120611115822.png/
Click image for bigger and better quality.

Were you set on fire, or was this just damage from the charge?
Either way the alchemer charge is supposed to be extremely painful, though you have to hit the target just right to get the full effect of it (which is probably what happened to you). But, like I said before multiple times (Someone else alluded to it too) if damage is too much of an issue a universal damage nerf for lockdown could solve that, without breaking the way weapons are supposed to work. Yes, an alchemer charge is supposed to be able to hit you multiple times.

Ouch. LoL, yeah you're right. I apologize. I neglected to precede that statement by saying "Further testing reveals..." or something like that, Because I found out that I was actually a LOT more powerful than I was before. I'm still going to stick with my premise that Lockdown, as it is, is still a skill-less game though.
Once again, I apologize for sounding like a flip-flopping airhead. (:[
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Edit: In regards to why it's easier to take down a group of any size.
The thing is, you only get the element of surprise once. Where before you only got one shot to put damage on a team before they could start attacking you back, you can now attack multiple time and potentially kill the whole group (if not seriously injure them) without having to worry about a counter-strike! I've done this again and again and each time the battle lasted only a few seconds. Whereas before, It could take as long as 10-20 seconds to dispatch a group and it was hard work. Having the ability to kill the whole opposing team in one shot with little effort does not inspire me to use teamwork. If nothing else, it should inspire LESS teamwork to improve your odds. It's all about who has the faster click of the button.

After reading a hundred posts, my head is starting to hurt.
Here, from my NON UV'D HALF MAD BOMBER DOUBLE TRI-PENDANT observations, are what this bug does in Lockdown T3.
FLOURISHES: As powerful as ever. If you're caught by one, you're dead. However, they were pretty much this way in old Lockdown. And, contrary to popular belief, they are avoidable.
HAMMERS: I don't see why people hate them so much. Maybe it's the elemental defense on my Mad/Volcanic, and the fact that DR rips them up. I do have an idea: in Lockdown ONLY (to avoid causing trouble in PvE), make only one of the explosions hit, and not cause hit-stun. I can imagine they'd be worse in lower tiers; this nerf will probably help.
SEALED SWORDS: Regular swings unaffected. The charge is probably much more dangerous now, which is OK; nobody used the charge before and it's avoidable. Fix the glitch that causes them to go poof on CPs and I'll legit fear that triple arrow.
CUTTERS: Like a breath of fresh air to be killed by something other than a Flourish. Cutters can actually do something now. Keep in mind though- EVERY OTHER SWORD OUT RANGES THEM, and if I've got a charged RSS in my hands when you get close... you're dead.
LEVI/CIV/FOV: The charge is funny.
BRANDISHES: Viable in PvP now, because enemies will ride the charge explosions. Deadly with a Combuster (burn Skolver burn!) or a Nightblade (nobody packs Shadow defense these days). Cautery Sword being the obvious exception, but that's a subject for another time.
SUUUUUUUUUUUUDAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA: Combo is as lame as ever. But the charge... just... the charge. Ever seen a max damage Triglav charge? Things die.
WINMILLION: Even this is slightly more viable; the slash and bullet both hit! Obviously it's as un-used as ever, but with a 5* version added...
VALIANCE: Now all the shots connect. Good. There oughta be at least half a reason to expend your whole clip.
AUTOGUNS: Needlers deal heavy damage; the Blitz does more damage, while the Plague comes with an obnoxious debuff. The Volcanic Pepperbox can be used to push away entire groups of foes while setting them on fire. However, keep in mind that 1) you have to BE STANDING COMPLETELY BLEEPING STILL TO FIRE IT, and 2) you have to BE STANDING COMPLETELY BLEEPING STILL on a CP to get OHKO'd. Running around the needler in circles could probably be an effective tactic, as would be... let's say, using that Recon Cloak?
ALCHEMERS: Others have touched on the double hits the Drivers now get. I think this is a good thing.
CATALYZERS: Trolololololol!
PULSARS: As irritating as ever. (insert page-length Bomber rant here) They didn't get too majorly buffed, but did they need to? Their function remains unhindered.
ANTIGUAS: More powerful. But they're not so bad- try running around like a lunatic. It really throws them off. What the Antiguas gained is the ability to give a fellow gunner, or a swordsman or bomber, reliable support fire.
CALLAHAN/IRON SLUG: Useful for a hit-and-run Recon that likes the chance to cause Stun.
NITRO: Same use as always: blow away anyone that doesn't have a shield or a cool banner on their back.
OTHER BLAST BOMBS: Useless as always. No wonder the BAB's so angry.
DBB: Same use it always had. It may be a little outclassed now, but one can still drop it in on a battle and do some area damage. Also a good hit-and-run Recon weapon, it'll keep the baddies distracted.
MIST BOMBS: They have the same use they always did; keeping anyone without a gun or resistance off a CP. They were exactly the same way before this patch. With one major difference; all the gunners coming out with Seerus masks will be much more susceptible to a surprise Shivermist. (Shiver+Shards is so funny in PvP.)
SHARD BOMBS: Only major difference here is, anyone stepping on the RSS or ISB dies. That should happen anyway. Also, you could have 4+ people spamming these and turning the game into a bullet hell- but a simple counter to that is just getting the CPs they're not at.
SEERUS BOMBS: These bombs now retain'eth their use in PvP. It's funny to see Skolvers walk around inside them; it's even funnier to see them stand outside them and just not do anything. However, any attack with some kind of reach (from the Suda charge to that **** Polaris) will blow up the poor bomber that spams it.
VORTEX BOMBS: Now one can use them as they are meant to be used in PvE, with another guy waiting nearby with a charged attack. Also benefit from the lack of Guards around- but this should be fixed soon enough.
STRIKER DASH: Now has some things it should fear that AREN'T swordy strikers. The aforementioned Vortex+Charge attack lurking nearby? Dead. DR, when the Striker has no sidearm? Dead. Stupidly steps on an RSS or ISB? Dead. Spotted by a careful-aiming Blitz sniper? Dead. However, it retains use as an arena-surveying warrior.
RECON CLOAK: Now has some viability. Sure, if you're hit, you're dead- it was that way before. But there are ways to not be hit. Someone (Seiran I believe) had a guide on this type of thing.
GUARDIAN SHIELD: Alas poor Guardies. Their shield is torn to splinters now. One solution would be to give the Shield (and possibly the Guardian himself) increasing percentile defenses that go up with each consecutive hit in a short period of time. So that Flourish combo would not only work less efficiently against the Shield, but the Guardian himself would be able to take it far more efficiently.
TEAMWORK: One striker should lose against three strikers. It's that simple. There are many ways to chain your weapons together- using your Sudaruska to push a foe into your ally's Vortex, which is then mauled by a Glacius charge, leaving them frozen in place for an RSS or Blitz to rip up.
As for that SUPER GIGA OVERPOWERED surprise attack, that has really not happened to me. Then again, I don't stand smack in the center of the CP doing nothing- I move and drop bombs. Gunners can be firing a pulsar or simply cloak on the side of the CP. Swordies can keep a weapon charged for when the ambusher comes by; Bulby's ambush would be stopped short if someone unloads a Voltedge charge in his face. (Or Glacius. Skolvers aren't immune to Glacius.) Standing on a CP and not doing anything gets you killed, and is no doubt the root of Bulby's success. Mindlessly dashing into a CP clearly hasn't gotten him burned...yet. (Come back when you get DR'd to death.)
DYING TOO FAST: If this is a problem, universal T3 Lockdown damage nerf, it hits everyone.
SPAWN CAMPING: Is harder when you got someone outside shooting needles at you.
HITSTUN: Now here's where things get ugly- the hitstun. Bulby's surprise attacks probably utilize this to every possible extent. Hitstun is basically the stun you get on being hit, also known as interruption. It's DR's biggest point (as far as I know, stupid Strikers NEVER tell me how much damage my DR is doing on them! ARGH!), and one of the things that makes people gripe about hammers and cutters.
What I'm proposing is something that will probably make Tsu's day: give full suits of Plate lines full immunity to Hitstun, and full suits of regular "defensive" armors (Cobalt, Jelly, Skelly, Grey Feather, Almirian Crusader, etc.) "resistance" to Hitstun- either by a chance of immunity to the interruption, a severely weakened effect, or immunity against interruption from only one damage type (Normal for Cobalt, Shadow for Skelly, and so on; split damage caught in either category will be affected). Half suits of Plate, Skelly, etc. give a 50% immunity rate. Now not only are other armors viable choices, but the issue of Hitstun is fairly fixed. Ta-daah!
Before you say "LOL stupid hipster just wants a buff for his armor", my only 5* suit is a Demo Suit, which would not receive anything from this.

I was set on fire of course, it's a Magma charge.
And I've been in this game longer then you, I know the mechanics of an Alchemer.
I think it's good that gunners have gotten some damage making potential..one gunner just froze me with hail and finished the job with a hail charge.
Dead.
Also, for some reason charges on knights aren't like that. The charge I suffered was auto-targeted, so it hit me straight.
It seems a Alchemer charge hitting you on your side or directly can hit you multiple times, it's deadly, no matter where it hits you.

Maybe for some reason the knight's hitbox is bigger or just the right shape to get hit multiple times easily. I notice on turrets you can hit them dead center with a charge and they will take the full force of the attack. Or maybe on his side he actually clipped you, I do get that wierd lag a lot.

It's hard for us to say whether that's easily doable or nigh-impossible if neither one of us is in the programming sector. Going by my virtually non-existent knowledge of programming,
If your knowledge of programming is self-admittedly non-existent, why are you making judgements on whether something is doable or not (from your previous posts)? You don't need to be in the programming sector to come up with a way to implement something so elementary.
DEF check_for_shield #defines the function
____FOR ALL player.within_radius == TRUE #applies check only to players within mist bomb radius
________IF player.guardian_shield == FALSE #checks if guardian shield of player is up
____________mist_attack(player) #if not up, the function of the mist attack is applied to object player
________ELSE #if shield is up
____________PASS #carry on
From the first half of an introductory level computer science course. I'm sure someone who is actually a programmer could come up with a more elegant method.
____FOR ALL player.LD Auto-Target======False - Disable
The End.
Seems I was wrong on the Flourishes not changing any due to the bug. Thrill has the info on that one covered pretty well, with previous tests to back it up, so I retract my previous erroneous statement on them.
~Gwen