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  1. #31
    Senior Member The Haydes's Avatar
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    I can confirm that Jericho's ability does not work after being Anklebroken. I have tried and failed many times on the test server.

    I think that Jericho's ability should remove the disabled negative state of Anklebreaker since it can remove the disabled negative state of clinging webs.

  2. #32
    Senior Member razcrux's Avatar
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    Some updates:

    Jericho + Rabid bite:

    http://dev.wulven.com:8080/browse/SE-366
    Kyle Poole added a comment - 06/Dec/11 9:58 PM
    The ally should remain exhausted because the effect already took place (you wouldn't expect Jericho to reverse the attack as well)
    Jericho + remove Disabled
    Should mean ally is Readied if it was not exhausted prior to being disabled

    (example: normally readied unless exhausted via some other means, like Rabid Bite):

    No update yet.
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  3. #33
    Senior Member AnAdolt's Avatar
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    The bug with Jericho's ability vs Anklebreaker and Rabid Bite has been filed.

  4. #34
    DP Visionary BlanketEffect's Avatar
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    It makes sense that it wouldn't remove the exhaustion from
    Rabid Bite. The Bite effect triggers the ally to be exhausted at the beginning of its turn, and again, exhausted is not a "state" in SE.

    Jericho's ability removes attachments and states, such as disabled, but not exhausted, because the only cure for being exhausted is to come to the end of that ally's turn. The game wouldn't be able to tell if you just cast that ally or if it's been on play and is now exhausted by some other cause. If Jericho's ability could fix THAT instance of exhausted, I'd think the game wouldn't know the difference in reasonings, and you could Spellbane away the exhaustion from the initial summoning, too, making his ability much like Lance's, while still carrying the full Spellbane punch, too; and, that would certainly be perceived as a bug, OP, and/or both.
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  5. #35
    Senior Member pyrogene's Avatar
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    Quote Originally Posted by BlanketEffect View Post
    It makes sense that it wouldn't remove the exhaustion from
    Rabid Bite. The Bite effect triggers the ally to be exhausted at the beginning of its turn, and again, exhausted is not a "state" in SE.
    Someone raised this a few post ago. In 1.5X, Rabid bite was changed to disable instead of exhaust. As such Jericho should remove it.

    I would once again like to highlight that all these issues are because currently there seems to be no distinction between 'disabled' and 'exhausted'. I think it's possible to either just use clinging web's animation (clinging web's text says disable too) or make a new state like frozen for all the disables. I'm pretty sure that the game does recognise them differently because an exhausted ally still defends while a disabled one does not.

  6. #36
    Senior Member Seth's Avatar
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    +1 to pyrogene. Allies should turn something other than exhausted when under Disable. This also helps make it clear to the player when allies are and are not actually disabled.

  7. #37
    DP Visionary Atomzed's Avatar
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    +2 to pyrogene.
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  8. #38
    Senior Member Ramirez Delgado's Avatar
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    +1 to pyrogene.

  9. #39
    Senior Member AnAdolt's Avatar
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    Stealth and durational effects are slated to have indicators and I'm sure other effects like disabled will be more properly distinct as well, as we move forward.

  10. #40
    DP Visionary Demnchi's Avatar
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    Quote Originally Posted by AnAdolt View Post
    Stealth and durational effects are slated to have indicators and I'm sure other effects like disabled will be more properly distinct as well, as we move forward.
    Thats good to know, I can't tell you how many times I've played something only to remember afterwords that Moonstalker used his ability and everything is stealth (happens with lance more than MS though).

    Still I would like to see this done as soon as possible with disables. I think I can deal with remembering stealth is there for the time being, but many things end up looking like bugs because the two indicators are the same.
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