**WINTER OF WOE - BONUS OBJECTIVE POINT**
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
There is currently an issue where some Alliances are are unable to find a match in Alliance Wars, or are receiving Byes without getting the benefits of the Win. We will be adjusting the Season Points of the Alliances that are affected within the coming weeks, and will be working to compensate them for their missed Per War rewards as well.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
Upcoming Cull Obsidian and Ebony Maw Balance Changes
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Comments
If you stop grinding for the champ, there'll be plenty of others who will.
You do realize discussions are all about being contradictory right?
1.) Didn’t this happen before, but no action was ever took?
Remember Red Skull in 2018 and in early Diablo? They were ignored and put to rest on the shelf forever until the possibility of the update occurs, and just a month before Red Skull we got Domino, someone who can tik 17k worth of damage, and can 12 shot ROL Winters Soilder. Then there was Havok after Diablo, he’s very strong. Unavoidable damage and doesn’t have to be awanked. So why has action not been taken to these champs but Cull has to be hit by this.
2.) False Advertising?
This is something that is true in this current situation, we were shown videos of his beta and after about just how powerful he truly is. So like any reasonable person I went for him in the crystals, (or Arena but I never have that amount of time) and get him in a pop of two, I awanked him, spent 3 tfcc on him trying to get the most I could from him. But back to the point he was advertised this way. Strong, Powerful, Unstoppable, and unlike Domino And Havok. You have to work for it, and pour signature stones to get him stronger. So why did you not change him when he was in beta if you were thinking about this?
3.) Rank Down Tickets Possible Depending The Magnitude?
As I point out in the title it’s obvious that you have to give us the dreaded item; RDT. Also if it’s a completely new signature and ability I personally would like every resource I spent given back to me. I can’t talk on the half of the people who ranked 5 Cull Obsidian as a 5 star, brave souls. This is just a maybe, because if him and Ebony switch positions on the good and terrible scale then people won’t be happy.
4. ) End
Those are my personal feelings on this matter, this is not meant to be rude but constructive criticism, I’m sorry if I pushed I just hope he’s not changed to much. He was my very first featured champ to ever get throughout the 3 and a half years I’ve played.
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Of course even when you look at averages, you tend to contextualize. In other words, you look at the average level 30 player, the average level 60 player, the average UC player, the average Cav player, etc. You look at Act 4 performance, Act 5 performance, Act 6 performance. AQ and AW performance.
One thing I don't really have a good idea about in this case is whether this is a normalized performance issue or a cumulative performance issue. In other words, is Cull dealing much more damage much faster in combat per fight, or is he responsible for more of the damage being dealt by players overall. The first one is a measure of how good Cull is. The second one is a measure of how good players think Cull is. The better players think he is, the more often they use him, the higher his raw output will be.
Players are going to have preferences: Blade, Iceman, Domino, Ghost for example. The game has to allow a certain amount of high verses low preference. But it is possible Cull far exceeded the maximum allowed guardrail for that number.
I think we presume that most players are far more skilled than they actually are. When the forum consensus is that Ghost is great, that gets filtered down to the average player, who then uses Ghost because she's supposed to be great. But Ghost requires special skills and understanding to make work, and I suspect only one player in five can actually do that. So while some players excel, many others actually do worse than average when they try to use her, which makes her average overall performance much lower than we'd otherwise expect. It is possible that Cull's problem is this isn't true for him: when the average player hears Cull is good and starts using him a lot, they can actually unlock a lot more of his ramp up strength and thus Cull is great for the top players, but also pretty good for the average players. And since there are a hundred average players for every top player, it is what they do that matters more.
Cull seemed to me to be a bit of a glass cannon, which I thought might insulate him from nerfs. But it is possible that is an error, and in reality the average player gets more mileage out of him with minimal additional risk, and that's a bigger nerf threat than what the top players can do.
At this point we seem to be better off waiting half a year to see what they do to champs before making rank up decisions.
I am curious at what point did they start collecting data, because didn’t they have an adjustment on him already? Seems kinda silly to do another one
I spent a ton of real life money on obtaining Cull. And that was based solely on his damage. I’ve ranked up all the way up to R5 and use him often. How fair is it to change anything at any time just because a champ is too good? That changes everything with this game. New champ comes out and does insane damage, but now there’s most likely a chance that character will be nerfed. What’s the point in trying to obtain a champ when that champ will most likely be changed in months time? Totally unfair.
Champ a does 20k damage
Champ b does 22k damage
Champ c does 19k damage
Champ d does 40k damage.
There is obviously an issue with champ d. It does not mean there is an issue with being the top damage dealer, but that d's damage is way out of control. It means they have to design fights specifically with him in mind, similar to blades danger sense. This weakens the value of all other champs because they can no longer compete, and now everyone has to have cull to clear content.
To clarify, I have no problem with correcting people engaged in discussion with myself. I love bashing opposing views together with intelligent people.
One thing I don’t do is just snipe trivial errors in people’s logic without offering anything of my own in a constructive manner. You think you are intelligent, and you likely are to some degree. I’d rather enjoy an actual discussion with you, but you seem to frequently just get off on proving people wrong regardless of the topic at hand.
You seem to have what I call a “small victory fetish”. The scale, or even the subject is often irrelevant, as long as you’ve displayed a clever ability to refute the errors of others.
Just an observation from the threads I’ve seen you in, which is not a lot.
So I must ask, do you honestly believe that taking someones statement so far out of context that it loses all meaning "trivial errors in people's logic"? Claiming someone said something they did not say is such a large error in logic it has its on fallacy named after it.
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Over time as more players get and rank champions up and start using them, the breadth of the players who have the champ becomes more representative of the whole playerbase, and the overall performance of the champ tends to rise as both the skilled players get more practice with them, and things like guides and videos and friend-of-a-friend experience filters down to the rest of the players.
Given how crystals work, it could be three to six months or more before you get a rough representative sample of players using a champ, and six months to a year before the champ's full potential actually shows up in the data when the majority of players using them have a better understanding of the champ.
To put this another way, everyone seems to be assuming that the "data" being collected is about the champion, so all it takes is one person playing the champ to show what the champ can do. But the data being collected is not about the champ. The data being collected is actually about *us* and how we do when we have the champ. Champs are balanced not based on how good they are, but on how good we are when we play them. It is the combination of champion and player that is being judged, across all the players playing the game.