Kabaam Mike hasn't mention BLOCK STUN once this entire post, and block stun is something he is very well aware of. He is slanting what he's saying to us by saying they haven't changed reaction time... which is true, they haven't. What they have changed is Block Stun. For those of you who don't know Block Stun is the duration of time that an attacker or defender is frozen while being attacked. There has been a VERY VERY obvious reduction of the block stun INTENTIONALLY that defenders have, and that is what has caused this problem. Has reaction time been increased... No, BUT the AI is reacting faster still, because they are block stunned for a dramatically shorter period of time. He's trying to distract from the point further still, by saying that it always happened. Yes, it was possible in exceedingly rare situations for Block Stun to line up exactly wrong, but by shortening block stun by so much they have created a situation where it happens as often as 50% of the time. YOU ARE FOOLING NO ONE, FIX IT completely, stop trying to rig this carnival game even further.
Kabaam Mike hasn't mention BLOCK STUN once this entire post, and block stun is something he is very well aware of. He is slanting what he's saying to us by saying they haven't changed reaction time... which is true, they haven't. What they have changed is Block Stun. For those of you who don't know Block Stun is the duration of time that an attacker or defender is frozen while being attacked. There has been a VERY VERY obvious reduction of the block stun INTENTIONALLY that defenders have, and that is what has caused this problem. Has reaction time been increased... No, BUT the AI is reacting faster still, because they are block stunned for a dramatically shorter period of time. He's trying to distract from the point further still, by saying that it always happened. Yes, it was possible in exceedingly rare situations for Block Stun to line up exactly wrong, but by shortening block stun by so much they have created a situation where it happens as often as 50% of the time. YOU ARE FOOLING NO ONE, FIX IT completely, stop trying to rig this carnival game even further.
Sure, if you want to break it down that way and say "reaction time" is unchanged but call it "block stun" instead. But that's exactly what everyone means when they say "reaction time" so your just changing the symantics. Issue still exists and needs fixing. Non-communication and lack of transparency still exists and hopefully can be improved.
Kabaam Mike hasn't mention BLOCK STUN once this entire post, and block stun is something he is very well aware of. He is slanting what he's saying to us by saying they haven't changed reaction time... which is true, they haven't. What they have changed is Block Stun. For those of you who don't know Block Stun is the duration of time that an attacker or defender is frozen while being attacked. There has been a VERY VERY obvious reduction of the block stun INTENTIONALLY that defenders have, and that is what has caused this problem. Has reaction time been increased... No, BUT the AI is reacting faster still, because they are block stunned for a dramatically shorter period of time. He's trying to distract from the point further still, by saying that it always happened. Yes, it was possible in exceedingly rare situations for Block Stun to line up exactly wrong, but by shortening block stun by so much they have created a situation where it happens as often as 50% of the time. YOU ARE FOOLING NO ONE, FIX IT completely, stop trying to rig this carnival game even further.
Sure, if you want to break it down that way and say "reaction time" is unchanged but call it "block stun" instead. But that's exactly what everyone means when they say "reaction time" so your just changing the symantics. Issue still exists and needs fixing. Non-communication and lack of transparency still exists and hopefully can be improved.
Not sure if you fully read what I typed, but you're saying the exact same thing I was. Just like the removal of block proficiency in 12.0, this is a nearly game breaking tweak, and they are fully aware of that. We can't let them keep block stun this low.
Probably a new bug or i didn't got to read all posts : in arena fights, when fighting Mr.Sinister, not every time, but 3/5 times, Mr. Sinister BLOCKS THE UNBLOCKABLE HITS !!!
Why even make champions who benefit from attacking into block if we are just going to get countered every time by specials?
4 years and your randomly going to change everything? Did u just speed up the a.i. to a point till their recovery times are beyond everyone else and then say "oh we fixed it"?
What are the rules anymore after 4 years of knowing something as "fact"? Sentinel, Massacre, Omega, Corvus, even your beloved Cyclops and Emma benefit from attacking into blocks. Secretly nerfing every champion in game (pushing a.i. back to not get cornered against a wall) as well as the major ones who use to really benefit from hitting into blocks. Below a bar of power I see the a.i. move out of the way without even dexing while attacking into their block.
All champs. All content. Never has happened before. Why now? Why was is not a "Known Issue" for 4 YEARS if it was always "intended"?
It's all around shady and a $ grab. From new players and old ones who know what the game "rules" use to be.
This has happened to me with MODOK in war, BEFORE after he autoblocks you he stays in block for the entire 4 hit into the block, now he autoblocks 1st hit and blocks 2nd hit then can DIRECTLY counter attack you, it's a free kill pretty much..
I have a feeling it is that the AI has been speed up in general, and it shortened the response time in all aspects. This would explain the backdraft issues and breaking mid-block to launch a special. AI has the ability to react the exact nanosecond that a combo allows them an opportunity to launch an attack. It may be the chain in question, and that the animation of a light to medium allows enough time for the AI to launch an attack.
Dungeons: AI able to launch special after first hit in a combo.
Unless the integrity of combos has somehow been degraded, there’s absolutely no reason a combo should be interrupted by a special unless the player stops hitting, connects 5 times or hits fewer than 5 times.
Sorry for bothering you, but I’m @ing you because Kabam Miike rarely responds to me. I’ve found it happening quite frequently that an opponent will launch a special while I’m striking into their block. It has been preventing me from completing variant 3 and should be fixed ASAP. This has happened to me 8 times in the last 3 fights. I am unable to attach video to this message as far as I can tell, I will attempt to figure out how to do so. If I am able to figure it out, I will attach video proof.
Variant 3 is one big example. I had a lot of examples on my live streams. Opponents trigger specials when you hitting block, opponents dashing back when you hitting blocks
Ok... I know for a fact i’m not the only one this is happening to.
Basically, for almost 5 years of playing this game I’ve always enjoyed (as part of my strategy) to hit into opponent’s block (MLLL) to:
1) try and slowly get their power up
2) back them up to give me space
However since the last update, BEFORE I can even get to my 3rd Light attack, the opponent either just dashes back OR just throws a special while i’m “mid-combo” into their block.
Not sure if that makes sense... but it’s pissing me off tremendously because it’s costing me (and many in my alliance) runs in V3 especially!
We are still continuing to look at situations where this happens more often and appreciate those who have provided specific details as those are helpful when investigating. There isn't any new information to share at this time about the issue.
If you've already shared details, there's no need to do so again. As a reminder, non-constructive posts that do not include any substantive information about the issue or are off topic will be removed according to the forum rules.
How long does it take to fix this? Because it didn’t take long to fix She-Hulk You should remove limber from mastery since all ai have it at 5/5 AQ , Quest.
Yeah, this issue is definitely still happening. Just happened in the Sinister lab. It seems that this tends to happen most often when the defender is about to be killed. Almost feels like a survival technique on their part:) I was using Omega against Storm. Had her cornered..at 2% and about to kill her. I'm hitting her block and she fires an sp2. Killing me from full health.
Please please please look into this, as they said before you managed to fix She-Hulk within, what was it? 2 weeks? It gets frustrating losing a streak in arena and getting interrupted by a special in every fight. This game is one I am sure all of is enjoy playing but if the mechanics themselves continue to hurt the community, how does that benefit anyone on either end?
Still occuring. Ghost vs modok in epic sinister lab. So to me, its apparent theyre messing with the reaction times, quite contrary to what Miike has to say about it. His comment also indicates they can mess with ai reaction times and they have changed them in the past. Theyve been messing with then big time since february, far before aprils endgame update where it started to affect every champion and breaking back drafts, allowing phantom dexes, specials while hitting block, etc. Kabam what do to say about this now?
Sometimes I think it comes down to a technicality, that allows some individuals to still maintain their position, without technically lying—kinda like asking identical looking people if they're twins, and having them honestly respond with "no," even though by all accounts they're identical twins — the technicality plays in when they later explain their identical triplets. They can maintain a position of "no" without lying. I feel like there's definitely a tweaking of the heartbeat of the game, maybe it's not "reaction time" but maybe it's "frame locking" or "block interference."
I've mostly been struggling with this issue since the update before last—the update which introduced the Sinister Labs. It sounds like some of you guys only seem to experiencing it there; I don't think I've encountered it there. My frustrations stem from encountering this behavior in Alliance Wars and in the Variant 3 chapters; where item use is high and expensive—surprise, surprise.
As for examples: T5 Alliance War: Namor defender, node 42 — My play was R5 Iceman, with a healthy 80-90% HP, Ice Armor up, and I had Namor dead to rights, backed into the corner, with 2% life on his bar, and several stacks of frost bite quickly closing in on his fate. To prevent any last ditch shenanigans he could muster up, I started to wail on his block with a combo, which would buy me enough time on the frost bite expiration. Between my 2nd and 3rd light attack into his combo, he fired off his SP2, and dead.
Next Example, exact same war, just a node over (46) — I used my R5 Corvus against an awfully squirrelly Killmonger this match. He's slivers away from his SP2; and my last match with Namor was a few hours ago now—so, outta sight, outta mind. I jam in on his block, and start to feed him bits of energy at a time by slashing away on his forearms. Again, 2-3 light attacks into his block, he throws a SP1 square into my face.
Albeit, this one is a little bit different, but I feel the behavior still matches the concerns of this thread. Variant 3, very first quest, Magneto boss with the crazy 20-hit protection. My weapon of choice was Iceman, despite his loss against Namor earlier. I prefer Magneto's SP2 when I can stay close enough to him, so using the same feed-energy methods I was using on KM, to push him to SP2, I'm force feeding my attacks into his block. If I had to bet on this one, it was again, between the 2nd to 3rd light attacks that Magneto slips away, in an evade style dodge. Does NOT throw a special. No "evade" label is displayed, he had not executed this maneuver in earlier matches.
Comments
4 years and your randomly going to change everything? Did u just speed up the a.i. to a point till their recovery times are beyond everyone else and then say "oh we fixed it"?
What are the rules anymore after 4 years of knowing something as "fact"? Sentinel, Massacre, Omega, Corvus, even your beloved Cyclops and Emma benefit from attacking into blocks. Secretly nerfing every champion in game (pushing a.i. back to not get cornered against a wall) as well as the major ones who use to really benefit from hitting into blocks. Below a bar of power I see the a.i. move out of the way without even dexing while attacking into their block.
All champs. All content. Never has happened before. Why now? Why was is not a "Known Issue" for 4 YEARS if it was always "intended"?
It's all around shady and a $ grab. From new players and old ones who know what the game "rules" use to be.
Unless the integrity of combos has somehow been degraded, there’s absolutely no reason a combo should be interrupted by a special unless the player stops hitting, connects 5 times or hits fewer than 5 times.
Dr. Zola
Sorry for bothering you, but I’m @ing you because Kabam Miike rarely responds to me. I’ve found it happening quite frequently that an opponent will launch a special while I’m striking into their block. It has been preventing me from completing variant 3 and should be fixed ASAP. This has happened to me 8 times in the last 3 fights. I am unable to attach video to this message as far as I can tell, I will attempt to figure out how to do so. If I am able to figure it out, I will attach video proof.
Bossdog
Basically, for almost 5 years of playing this game I’ve always enjoyed (as part of my strategy) to hit into opponent’s block (MLLL) to:
1) try and slowly get their power up
2) back them up to give me space
However since the last update, BEFORE I can even get to my 3rd Light attack, the opponent either just dashes back OR just throws a special while i’m “mid-combo” into their block.
Not sure if that makes sense... but it’s pissing me off tremendously because it’s costing me (and many in my alliance) runs in V3 especially!
FIX IT.
We are still continuing to look at situations where this happens more often and appreciate those who have provided specific details as those are helpful when investigating. There isn't any new information to share at this time about the issue.
If you've already shared details, there's no need to do so again. As a reminder, non-constructive posts that do not include any substantive information about the issue or are off topic will be removed according to the forum rules.
Thanks for your understanding.
Because it didn’t take long to fix She-Hulk
You should remove limber from mastery since all ai have it at 5/5 AQ , Quest.
I've mostly been struggling with this issue since the update before last—the update which introduced the Sinister Labs. It sounds like some of you guys only seem to experiencing it there; I don't think I've encountered it there. My frustrations stem from encountering this behavior in Alliance Wars and in the Variant 3 chapters; where item use is high and expensive—surprise, surprise.
As for examples:
T5 Alliance War: Namor defender, node 42 — My play was R5 Iceman, with a healthy 80-90% HP, Ice Armor up, and I had Namor dead to rights, backed into the corner, with 2% life on his bar, and several stacks of frost bite quickly closing in on his fate. To prevent any last ditch shenanigans he could muster up, I started to wail on his block with a combo, which would buy me enough time on the frost bite expiration. Between my 2nd and 3rd light attack into his combo, he fired off his SP2, and dead.
Next Example, exact same war, just a node over (46) — I used my R5 Corvus against an awfully squirrelly Killmonger this match. He's slivers away from his SP2; and my last match with Namor was a few hours ago now—so, outta sight, outta mind. I jam in on his block, and start to feed him bits of energy at a time by slashing away on his forearms. Again, 2-3 light attacks into his block, he throws a SP1 square into my face.
Albeit, this one is a little bit different, but I feel the behavior still matches the concerns of this thread. Variant 3, very first quest, Magneto boss with the crazy 20-hit protection. My weapon of choice was Iceman, despite his loss against Namor earlier. I prefer Magneto's SP2 when I can stay close enough to him, so using the same feed-energy methods I was using on KM, to push him to SP2, I'm force feeding my attacks into his block. If I had to bet on this one, it was again, between the 2nd to 3rd light attacks that Magneto slips away, in an evade style dodge. Does NOT throw a special. No "evade" label is displayed, he had not executed this maneuver in earlier matches.