If you drop an item that increases total mana, it lowers your mana max and subtracts the mana it added from your pool. Mana, however, cannot go below zero. This allows someone to run their mana dry, drop their plenor crown, and pick it back up gaining 1500 mana instantly. Would you all consider this an exploit? If so, it should probably be fixed.
Damn that's a good one. That's definitely gamebreaking enough to consider it an exploit, especially if you can do it with health too.
yeah that would be an exploit imo. Admittedly, it would be difficult and tedious to do in practice though. You don't want anyone nearby to pick up your item lol.
This is present for many things - the 15% health and mana flags are a good example.
Gaining the flags instantly adds the chunk you gained to your max and current and losing control of the flags subtracts that amount - which is awful is you're fighting and then you suddenly take a huge chunk of damage simply because you lost the flag!
I don't agree with things that change your hp/mana pool affecting the current amount. This exploit is just one consequence of that.
It's alright with the flags because you aren't necessarily going to obtain them next to your health crystal(a teammate would have to when you're near your crystal) so for the bonus to take effect you'd need to retreat again(and probably lose the flag). The only reason it's needed for items is if you buy a health or mana artifact, you probably have to go back and heal. They should probably just recode it so that either the items/artifacts don't have an instant effect or so that it logs your health level when you drop one and you can't regain past that for picking up the same artifact/item.
Isn;t that the point of keeping the flag?
I have had my Sigil of Vitality drop off me, I was reduced to 1HP straightaway. As far as I am concerned it should debuff like this for temporary effects.
Dropping an item though, that is a little problematic. Not enough to affect the heat of battle, but maybe something that can exploited after the battle. I will try it later on (against AI tho!)
No, when you lose the flag *on the other side of the map suddenly*
Would be easier for ranged heroes like Regulus TB or QoT when no one is attacking them back there. They could spam their abilities endlessly - it's better than a Heart of Life!
You could drop multiple helms at a time for massive mana boosts too.
Good point, op. Sounds like an exploit to me...
Eugh. Definitely an exploit.
Thanks for the tip.
thnx for the tip, not an exploit but this needs to be fixxed imo.
How is it *not* an exploit?
I mean just look at the title: "Free Mana"
hehe
I consider an exploit cheating. This is not cheating just a game mechanic that wasnt intended and should be fixxed imo.
Exploits are exploits.
Cheating is cheating. Cheating is also exploiting, so to speak, but not the other way around.
http://en.wikipedia.org/wiki/Exploit_(online_gaming)
"Game Mechanics Exploits / Bug Exploits - There are also other exploits involving the physics of the game, sometimes in conjunction with items."
What we have here is a game mechanics exploit that allows you to abuse the system that increases your current hp/mana when you increase your maximum when clearly you should not be granted infinite mana by dropping and picking up your helmets.
But isn't abusing a broken game mechanic pretty much the definition of exploiting?
the game mechanic is working perfectly fine, there is no glitch it is doing exactly what it was programmed to do. I just dont agree with what it does and think it should be changed.
I consider exploiting cheating/taking advantage of broken game mechanics. things like summoning idols then selling them and re resummoning new idols, hiding behind towers, using heavens wrath to farm xp, dropping mana items then picking them back up to get a mana boost, ect ect are all just in game features.
the other ones arent really detrminental to game play and may even add more strategic options... the picking items up for mana one hurts game play imo and should be fixxed.
still disagree I wouldnt call it an exploit.
But following codes of honor, most pvp-ers shouldn't use this kind of gamedesign flaws. as they are gamebraking, giving several DG"s huges advantages...
This is why we need replays.
Assuming, for the sake of argument, that stats/connectivity issues are ironed out: if I'm playing a Pantheon game and somebody does this to me, I will likely lose. (Assuming that the exploiter has worked out a method of reducing his/her risk while performing the exploit, and can therefore maximize its effectiveness.) I don't have a lot of other options:
* I can vote to concede. Probably what's going to happen, in any case; this just means I lose faster.
* I can leave the game, but now I have a ragequit on my record and the exploiter still gets a win.
* I can't kickvote the player; they're not on my team, and I don't think GPG should implement a "kick members of the other team" vote; that sounds like a messy can of worms.
But with replays, I can eat my loss, then send the replay off to the Powers That Be with a note to the effect of "Watch what IAmACheater does at 15:23." Then, at least, I have a better hope of getting the exploit patched and bringing Swift Justice from Above down on the exploiter.
. . . I can dream, right?
How is getting 1000-1500 mana for as fast as you can click 4 times(technically achievable with two clicks and two hotkeys) not a broken game mechanic? Particularly when the game is designed for you to spend gold to achieve this effect(potions).
I think that all of these effects should be proportional. So when you pop the +50% consumable, your health stays at the same %, and same for picking up any item.
two of those things are not like the others.
getting more than a normal amount of minions for little gold and gaining free mana for no gold clearly circumvent game mechanics. using towers to defend yourself or heavens wrath to kill grunts are both designed mechanics.
Whatever you want to call it, I think it's obviously not an intended function of these items and it should be fixed.
I don't think selling idols and buying new ones is not an exploit - the amount of gold you lose is fine by me for you to have two extra units for a brief period.
This has already been confirmed as an exploit (or 'unintended game mechanic' for the semantics enthusiasts) which is why it's being fixed in the 1.1 patch.
I agree that the drawback isn't enough to make it an exploit, but they're axing it in 1.1 anyways because it wasn't intended. I want minion summoning consumables .
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