@GroundedWisdom spending revives isn’t a measure of skill or roster. Strength in numbers mordo pretty much forces you to revive up or deal pretty much no damage
@GroundedWisdom the collector while bs, is one fight out of the many fair ones in act 5. Act 6 has a ton of bs. Remember those 50% attacker reduction nodes in 5.3? They limited your options to one class. Still fair. Now they gimp your attack by 90% unless you have prowess or power sting
Well, I'm probably no one to talk about this, but I also wanted to say what I feel about this.
The main problem aren't exactly the health pool of the opponents, but rather their attack. Is so riddiculously high that even by blocking 1hit you lose almost half of your HP. In fights where you NEED to block, this just isn't right.
I understand that the team wants to increase HP and attack of the opponents the more difficult and more endgame the content gets. But adding more and more combinations of nodes on top of that turns an already hard fight in to 10x times worse than that.
If you want to keep adding and creating new nodes, that's fine. But now that content is getting past the acceptable difficulty, it's not a great idea to add nodes like "You deal 90% less damage unless you do this and that" without anything to favor the player. On top of that you add 2 or 3 other nodes just to make it more limited.
For example, the "Do you bleed?" node. It punishes player's if they don't bring the right champion. But even if they do, it won't favor them as well. Now, if you add a "Bleed vulnerability" node on top of that, it becomes much better, and actually enjoyable and fun to do. You need a counter for the fight, but you are benefited if you do that. But as we already saw in act 6 and in act 7, you just decided to punish people even further, by adding nodes like "cornered", "clapback" and the swtiching immunities one on top of that.
It's just stupid, honestly. If you are not going to reduce HP and attack values, then don't add nodes on top of nodes that just limit the number of counters to just one or two
@GroundedWisdom i like how you just completely ignore all the valid points about many fights that don’t require specific counters and still continue to spit some bs
You can't expect to use whoever you want at that stage of the game.
Could you show me where somebody said that? At this point you're not making any sense at all. Do you read your comments before you post them? I don't think you do.
Did I say someone said that? Restricting what you use is another aspect of difficulty. It separates those with expansive Rosters and those without. That also includes specific counters, which furthers that. It's the highest existing Storymode in play. That means it will be more restricting.
It sounds like something not everyone is prepared to do right away. That's not an injustice. It's smart long-term design.
Actually, it's not smart long-term design. Smart long-term design would be to incorporate all champions in the content. A good example of this is Variant 4, which as you know, was received very well by the player base. By upping the health pools and attack rating, yes, it is making the game more challenging, but then Kabam is trapping themselves to an upward spiral, where they have no choice but to release higher tier champions, and even more impossible fights. That would be known as a short-term design because it doesn't account for the future of the game. A smart long-term design would be to "start over" and utilize all aspects of a player's roster. This means making Act 1 accessible to 1 or 2 *s. Not making it the quote on quote "clown fiesta" it is in beta.
It sounds like something not everyone is prepared to do right away. That's not an injustice. It's smart long-term design.
Actually, it's not smart long-term design. Smart long-term design would be to incorporate all champions in the content. A good example of this is Variant 4, which as you know, was received very well by the player base. By upping the health pools and attack rating, yes, it is making the game more challenging, but then Kabam is trapping themselves to an upward spiral, where they have no choice but to release higher tier champions, and even more impossible fights. That would be known as a short-term design because it doesn't account for the future of the game. A smart long-term design would be to "start over" and utilize all aspects of a player's roster. This means making Act 1 accessible to 1 or 2 *s. Not making it the quote on quote "clown fiesta" it is in beta.
It's not supposed to be as accessible as that. That's the point I'm trying to make.
Also providing perspective and comments from an end game perspective. I understand that not everyone (and in fact a very large portion of the player base) does not share the same concerns.
I am also generally concerned with Kabam's statement on the Beta forum that they want to have fewer chapters so that they can release content more quickly. More quickly for who? Clearly only for those that are willing spend through the content.
I have finished a path of abyss and am 100% on Act 6. In order to deal with the massive healthpools and attack ratings in Act 7, realistically, we need R3 6*. So at best, right now, I can rank 3 two 6* (unawaked because my AGs and Cats don't match) to manage the health and attack of Act 7. Now, because of how the paths are currently designed in later Act 6 and now the Act 7 Beta, I also need very specific counters to each of the lanes.
Kabam introduced 6* YEARS ago. As someone who does not spend on crystal (and I have no ill-will towards those that do), I have less than 40 6* and maybe 6-7 useful ones. Everyone admits that 6* were introduced far too early. But why are we still in position where 6* are incredibly rare, the vast majority are worthless, and 5* are actually becoming largely unexciting? At the very least, open the gates on 6* shards. If I am over capacity with T5B and T2A, I'm forced to rank a 5* I won't use or a 6* that is also likely trash.
AW global nodes are terrible and a very small number of people might actually find them "fun". I don't love AQ, but I don't hate it. Some of the globals are annoying. Story content is going in a bad bad direction. Monthly quests are a chore that I wish I could autofight given how dated the rewards have become. PHC shards for milestones in the top arena?
The one thing to look forward to in this game is the variant content. It shows that the devs can actually be creative (rather than coming across as almost spiteful towards the players for finding counters to certain content they have developed). Take the last variant. Not only did I get to use old champs, but (with the exception of a few fights) I got to use a lot of champs I don't normally get to play because the nodes weren't just an attempt to roadblock the players. That said, if there are new variants in the future, Kabam should also be looking at revamping the rewards with that content because it has also become somewhat dated.
I sincerely just want the game to be fun again. Remember that? When the game was fun?
@GroundedWisdom yes they could be. The GM fight as well as content like v4 have incorporated unique fight mechanisms that allow any champ to do it with skill. Keep ignoring this and being ignorant
I wonder what would happen if seatin actually quit
Nothing. I get that he's a Youtuber, but he provides entertainment. Nothing much besides that.
Also that most ppl would use that as something to blast kabam over content, even though some content is overdue an overhaul. It would come as a huge sign, but my main concern would be the amount of money he has put into the game only for it to go down the drain ~~ ouch
Well if raids are truly coming to the game it could be a make or break moment for this game. If the game stays like this I would migrate to MROC as I am super hyped for that
I'm curious, for people who have actually done beta tests, how much of the feedback actually gets incorporated into the final product? I was invited to the Beta but decided against spending my time on it just because pessimistically, I don't think my feedback would be heeded. Based on what I've seen over the past year, feedback seems to get brushed off and they proceed to do what they want anyway. This was true for act 6 (4* not allowed, even after there was so much backlash) and much more recently, Flow in AW. People ranted about it since last off season, many suggestions for improving it were provided, nothing was said until season ended, and the change was completely not in line with any feedback/suggestion that had been given over the whole month. Feedback provided after they announced the change to flow (but before it went live) was then shut down with a straight up "this is what it is and we're not changing it for another month, if at all".
I hope I'm just being pessimistic here because I would truly love it if they do genuinely take the feedback into account, TRULY test all their content out in detail, and then release something that the community will love and and they can be proud of (at least I hope that developers who came up with stuff like acid wash mysterio, 6.2.2 sinister...etc. aren't proud of it...if they are....that's just sadistic).
It's not supposed to be as accessible as that. That's the point I'm trying to make.
Please, give me a reason why having challenging content, but making the player base make intelligent decisions on which 2*s to use isn't supposed to be accessible? I get that the content has to be reflective of the rewards, but if you incorporate 2*s, which many players have plenty of, you open a whole world of possibilities with nodes and counters.
For example, you could have a node that increased the attack rating of 2*s to that of a 6*, and have them face a 30,000 PI champ, but keep the health of the 2* the same, so that the player has to rely on intercepts and skill rather than just the same 5 hit parry combo. This reflects what Kabam is trying to achieve with the progressing of content, but also makes it accessible to higher-level players. In this case, it is accessible in a way that can be achieved by being skilled at the game, not just having insanely good luck.
It's not supposed to be as accessible as that. That's the point I'm trying to make.
Please, give me a reason why having challenging content, but making the player base make intelligent decisions on which 2*s to use isn't supposed to be accessible? I get that the content has to be reflective of the rewards, but if you incorporate 2*s, which many players have plenty of, you open a whole world of possibilities with nodes and counters.
For example, you could have a node that increased the attack rating of 2*s to that of a 6*, and have them face a 30,000 PI champ, but keep the health of the 2* the same, so that the player has to rely on intercepts and skill rather than just the same 5 hit parry combo. This reflects what Kabam is trying to achieve with the progressing of content, but also makes it accessible to higher-level players. In this case, it is accessible in a way that can be achieved by being skilled at the game, not just having insanely good luck.
The fact that many have those 2*s to choose from makes it more accessible.
It's not supposed to be as accessible as that. That's the point I'm trying to make.
Please, give me a reason why having challenging content, but making the player base make intelligent decisions on which 2*s to use isn't supposed to be accessible? I get that the content has to be reflective of the rewards, but if you incorporate 2*s, which many players have plenty of, you open a whole world of possibilities with nodes and counters.
For example, you could have a node that increased the attack rating of 2*s to that of a 6*, and have them face a 30,000 PI champ, but keep the health of the 2* the same, so that the player has to rely on intercepts and skill rather than just the same 5 hit parry combo. This reflects what Kabam is trying to achieve with the progressing of content, but also makes it accessible to higher-level players. In this case, it is accessible in a way that can be achieved by being skilled at the game, not just having insanely good luck.
This actually sounds quite fun... until you come up against someone like punisher 2099 lol. But this is not a bad idea!
Comments
The main problem aren't exactly the health pool of the opponents, but rather their attack. Is so riddiculously high that even by blocking 1hit you lose almost half of your HP. In fights where you NEED to block, this just isn't right.
I understand that the team wants to increase HP and attack of the opponents the more difficult and more endgame the content gets. But adding more and more combinations of nodes on top of that turns an already hard fight in to 10x times worse than that.
If you want to keep adding and creating new nodes, that's fine. But now that content is getting past the acceptable difficulty, it's not a great idea to add nodes like "You deal 90% less damage unless you do this and that" without anything to favor the player. On top of that you add 2 or 3 other nodes just to make it more limited.
For example, the "Do you bleed?" node. It punishes player's if they don't bring the right champion. But even if they do, it won't favor them as well. Now, if you add a "Bleed vulnerability" node on top of that, it becomes much better, and actually enjoyable and fun to do. You need a counter for the fight, but you are benefited if you do that.
But as we already saw in act 6 and in act 7, you just decided to punish people even further, by adding nodes like "cornered", "clapback" and the swtiching immunities one on top of that.
It's just stupid, honestly. If you are not going to reduce HP and attack values, then don't add nodes on top of nodes that just limit the number of counters to just one or two
I am also generally concerned with Kabam's statement on the Beta forum that they want to have fewer chapters so that they can release content more quickly. More quickly for who? Clearly only for those that are willing spend through the content.
I have finished a path of abyss and am 100% on Act 6. In order to deal with the massive healthpools and attack ratings in Act 7, realistically, we need R3 6*. So at best, right now, I can rank 3 two 6* (unawaked because my AGs and Cats don't match) to manage the health and attack of Act 7. Now, because of how the paths are currently designed in later Act 6 and now the Act 7 Beta, I also need very specific counters to each of the lanes.
Kabam introduced 6* YEARS ago. As someone who does not spend on crystal (and I have no ill-will towards those that do), I have less than 40 6* and maybe 6-7 useful ones. Everyone admits that 6* were introduced far too early. But why are we still in position where 6* are incredibly rare, the vast majority are worthless, and 5* are actually becoming largely unexciting? At the very least, open the gates on 6* shards. If I am over capacity with T5B and T2A, I'm forced to rank a 5* I won't use or a 6* that is also likely trash.
AW global nodes are terrible and a very small number of people might actually find them "fun". I don't love AQ, but I don't hate it. Some of the globals are annoying. Story content is going in a bad bad direction. Monthly quests are a chore that I wish I could autofight given how dated the rewards have become. PHC shards for milestones in the top arena?
The one thing to look forward to in this game is the variant content. It shows that the devs can actually be creative (rather than coming across as almost spiteful towards the players for finding counters to certain content they have developed). Take the last variant. Not only did I get to use old champs, but (with the exception of a few fights) I got to use a lot of champs I don't normally get to play because the nodes weren't just an attempt to roadblock the players. That said, if there are new variants in the future, Kabam should also be looking at revamping the rewards with that content because it has also become somewhat dated.
I sincerely just want the game to be fun again. Remember that? When the game was fun?
I predict something like that
I hope I'm just being pessimistic here because I would truly love it if they do genuinely take the feedback into account, TRULY test all their content out in detail, and then release something that the community will love and and they can be proud of (at least I hope that developers who came up with stuff like acid wash mysterio, 6.2.2 sinister...etc. aren't proud of it...if they are....that's just sadistic).
For example, you could have a node that increased the attack rating of 2*s to that of a 6*, and have them face a 30,000 PI champ, but keep the health of the 2* the same, so that the player has to rely on intercepts and skill rather than just the same 5 hit parry combo. This reflects what Kabam is trying to achieve with the progressing of content, but also makes it accessible to higher-level players. In this case, it is accessible in a way that can be achieved by being skilled at the game, not just having insanely good luck.