Okay a bit of a feedback I’m kind like part1 that’s ain’t bad but then u com to node 23 with tunel vision combined with oscillation plus agersiv fury and because of oscillation node it make the ai pasive in the aromer phess so u having a hard time to keep down the agersiv fury.
I encourage people to look at the champion spotlights for July's champions: Guardian and Sasquatch. At least for myself, when I read their abilities, it became very clear why the new AW map has certain nodes, why stubborn was introduced as a tactic, and why flow was left untouched. For example, they're both very beefy and can block a lot, including blocking unblockable specials (needed against stubborn clearly). Guardian is like g2099 and doesn't crit (good for flow). If they actually did nerf flow like everyone has been begging, then Guardian would immediately lose A LOT of value. Sasquatch gets some stun immunity (good for window of opportunity node). Sasquatch builds rage stacks when he hasn't hit for a while (good for that oscillate aggression fury node).
Whereas normally, reading these abilities would excite/interest me, in the context of the new war map, it had the opposite effect. It gives the impression (intentional or not) that the war map was designed so that the new champions would have immediate strong appeal so people would spend a lot to try to obtain them.
If I was still officer, I would go for a 6 path exploration for a platinum 3/4 alliance. I don't think this map is made for itemless clearance.
6 path clearance is what many would do. Unfortunately, it may not be able to land in P3/P4. So alliances have to decide what to do. Use items or stay where the want. It's basically a no win situation tbh
As potions cost glory, I think it is not worth it to use them to land in platinum. Gold 1 plus saving glory gives better reward than landing in platinum 3 and using all your glory. I am saying all this from perspective of a FTP player who is not into AW competitiveness. If you are into buying potions and being competitive, then obviously all this changes.
Having said that, I think if your opponents keep 100%ing the map, may be the nodes aren't impossible. So at that moment, I would try to find out how other alliances are exploring and act accordingly.
I mean if the other alliance is willing to spend more than you, it's possible to explore. That's the problem. It's not about nodes being impossible. Some are a huge pain, but if you're willing to throw your boosts and items, you can definitely get 100%. Or you need to have a really diverse roster of champs viable. Also, I doubt many do AW for the catalysts. It's all for the shards.
I think overall the map is easier then the previous map outside of a few nodes. Impossible to tell obviously in offseason where nobody is trying but we were able to clear most of the map basically itemless (many deaths of course), but old map we couldn’t clear in offseasons.
I encourage people to look at the champion spotlights for July's champions: Guardian and Sasquatch. At least for myself, when I read their abilities, it became very clear why the new AW map has certain nodes, why stubborn was introduced as a tactic, and why flow was left untouched. For example, they're both very beefy and can block a lot, including blocking unblockable specials (needed against stubborn clearly). Guardian is like g2099 and doesn't crit (good for flow). If they actually did nerf flow like everyone has been begging, then Guardian would immediately lose A LOT of value. Sasquatch gets some stun immunity (good for window of opportunity node). Sasquatch builds rage stacks when he hasn't hit for a while (good for that oscillate aggression fury node).
Whereas normally, reading these abilities would excite/interest me, in the context of the new war map, it had the opposite effect. It gives the impression (intentional or not) that the war map was designed so that the new champions would have immediate strong appeal so people would spend a lot to try to obtain them.
I am sure it is a coincidence.
Yup, just like Red Guardian being perfect for that Book 2 Sabretooth. So many coincidences! lol
I think overall the map is easier then the previous map outside of a few nodes. Impossible to tell obviously in offseason where nobody is trying but we were able to clear most of the map basically itemless (many deaths of course), but old map we couldn’t clear in offseasons.
We cleared it easily too but they didn’t put Korg on node 23, Darkhawk Or Nick Fury on EaF-KD and Aarkus on Rage miniboss.
Playing like this is not fun. Completely not fun.
I think that Kabam missed something: the fact that the 6.4.6 GM fight was appreciated is because people can do it with EVERY CHARACTER. It is just a matter of skills.
The new AW is totally far from being a matter of skills; it’s just a matter of playing with the right character paired with the right boosts and the right mastery setup. Either you have them, or you won’t pass.
I think overall the map is easier then the previous map outside of a few nodes. Impossible to tell obviously in offseason where nobody is trying but we were able to clear most of the map basically itemless (many deaths of course), but old map we couldn’t clear in offseasons.
Those few nodes are the biggest issues. Yes the previous Map had annoying nodes, but again down low diversity is ****. So we knew what we had to do. Here, if you don't have the diverse roster needed, you're screwed. Simple as that. The new map does have some benefits. Removal of debuff immune and AoN for one. But then the added nodes make up and go beyond what is needed.
"UNLIMITED POWER!" node + defender with suicide "SUCKS!" (if you can use upper case, i can too, right?)
And I mean suicide with a defender that is not immune to bleed\poison... he gain unlimited fury... but i guess you thought about everything right?
That is not really a big concern if you bring a good counter like Sym Supreme, Magik or any buff avoiding champ. Also somebody can bring Ronan and cheese the **** out of that fight. That node does have multiple counters it just requires you to play well. Some other nodes/lanes/tactics further restrict the players, there are far worse niche interactions.
These niche requirements are the main reason why Act 6 was such a horrible piece of content. Them knowing how tough and painful it was there and bringing it into AW, the most stressful piece of content which does not even have rewards to justify this level of new difficulty even with the updated rewards, shows how out of touch they are once again. That long thread taught them very little in the AW department I'm guessing.
I mean with Sym you can get screwed as well. Keep nullifying the fury and they keep gaining power.
"UNLIMITED POWER!" node + defender with suicide "SUCKS!" (if you can use upper case, i can too, right?)
And I mean suicide with a defender that is not immune to bleed\poison... he gain unlimited fury... but i guess you thought about everything right?
That is not really a big concern if you bring a good counter like Sym Supreme, Magik or any buff avoiding champ. Also somebody can bring Ronan and cheese the **** out of that fight. That node does have multiple counters it just requires you to play well. Some other nodes/lanes/tactics further restrict the players, there are far worse niche interactions.
These niche requirements are the main reason why Act 6 was such a horrible piece of content. Them knowing how tough and painful it was there and bringing it into AW, the most stressful piece of content which does not even have rewards to justify this level of new difficulty even with the updated rewards, shows how out of touch they are once again. That long thread taught them very little in the AW department I'm guessing.
I mean with Sym you can get screwed as well. Keep nullifying the fury and they keep gaining power.
Haven't tested it, but in theory, Morningstar would be the MVP for this. Just play normally until you get to 2 bars and then s2. No way they'll survive that with all their furies. I think the 2 unlimited power fights this war, my alliance mates told me they were getting to 30-40+ furies.
"UNLIMITED POWER!" node + defender with suicide "SUCKS!" (if you can use upper case, i can too, right?)
And I mean suicide with a defender that is not immune to bleed\poison... he gain unlimited fury... but i guess you thought about everything right?
That is not really a big concern if you bring a good counter like Sym Supreme, Magik or any buff avoiding champ. Also somebody can bring Ronan and cheese the **** out of that fight. That node does have multiple counters it just requires you to play well. Some other nodes/lanes/tactics further restrict the players, there are far worse niche interactions.
These niche requirements are the main reason why Act 6 was such a horrible piece of content. Them knowing how tough and painful it was there and bringing it into AW, the most stressful piece of content which does not even have rewards to justify this level of new difficulty even with the updated rewards, shows how out of touch they are once again. That long thread taught them very little in the AW department I'm guessing.
1. it wont work vs every defender (for example Nick Fury). when he turn on his decoy and become stun immune you are dead with his sp3 from all the power he gained. 2. every fight require a unique counter. sometimes this counter take more than one spot in your team because you need to trigger a synergy. when you have a full path and you struggle to find enough spots in your attack team to counter the first section of the map then you in trouble. 3. comparing to Act6, in AW you can bring only 3 attackers, you can't restart the quest if you screw up, potions are much more expensive, nodes are easier, no masteries on the defenders etc...
I mean if everyone went itemless wars, each alliance would finish roughly in the same tier. Of course, the top 100 will still spend but all other 10000+ alliance would finish plat 4, Gold 1 whatever...
"UNLIMITED POWER!" node + defender with suicide "SUCKS!" (if you can use upper case, i can too, right?)
And I mean suicide with a defender that is not immune to bleed\poison... he gain unlimited fury... but i guess you thought about everything right?
That is not really a big concern if you bring a good counter like Sym Supreme, Magik or any buff avoiding champ. Also somebody can bring Ronan and cheese the **** out of that fight. That node does have multiple counters it just requires you to play well. Some other nodes/lanes/tactics further restrict the players, there are far worse niche interactions.
These niche requirements are the main reason why Act 6 was such a horrible piece of content. Them knowing how tough and painful it was there and bringing it into AW, the most stressful piece of content which does not even have rewards to justify this level of new difficulty even with the updated rewards, shows how out of touch they are once again. That long thread taught them very little in the AW department I'm guessing.
I mean with Sym you can get screwed as well. Keep nullifying the fury and they keep gaining power.
Haven't tested it, but in theory, Morningstar would be the MVP for this. Just play normally until you get to 2 bars and then s2. No way they'll survive that with all their furies. I think the 2 unlimited power fights this war, my alliance mates told me they were getting to 30-40+ furies.
That's a good idea. Can exploit it that way. Though it takes a bit for the furies to build, but can definitely play around that. I fought that node twice, once in T1 and then the mini, and the heavy hitter makes a huge difference though.
"UNLIMITED POWER!" node + defender with suicide "SUCKS!" (if you can use upper case, i can too, right?)
And I mean suicide with a defender that is not immune to bleed\poison... he gain unlimited fury... but i guess you thought about everything right?
That is not really a big concern if you bring a good counter like Sym Supreme, Magik or any buff avoiding champ. Also somebody can bring Ronan and cheese the **** out of that fight. That node does have multiple counters it just requires you to play well. Some other nodes/lanes/tactics further restrict the players, there are far worse niche interactions.
These niche requirements are the main reason why Act 6 was such a horrible piece of content. Them knowing how tough and painful it was there and bringing it into AW, the most stressful piece of content which does not even have rewards to justify this level of new difficulty even with the updated rewards, shows how out of touch they are once again. That long thread taught them very little in the AW department I'm guessing.
I mean with Sym you can get screwed as well. Keep nullifying the fury and they keep gaining power.
I was not aware of that is there another node in addition to the one that grants you furies? Still I don't think it is that bad but I understand the concern, niche node combinations and requirements again.
Every fury you nullify gives them 15% power. If Sym nullifies 7, they go straight to L3. Though Sym Stagger should work, his nullification can be an issue. And yeah, it's not too horrible. It's just that adding everything, it's a pain. I also just dislike the second one having heavy hitter. It basically means you have to intercept. Since if you party when they have 50 furies, you'll lose a ton of health.
Amigo, entendo perfeitamente. A guerra na minha aliança principal (tier 4) e na secundária (tier 12) está do mesmo jeito. Geral empacado no Visão em Tunel. Aguardando o parecer da Kabam sobre essas mudanças ridículas, que só enterram um modo de jogo que já estava morto.
In time people will get used to the nodes. All of them aren't terrible, though combined with the globals I can definitely find terrible combinations. But there are certain nodes that should be removed or atleast toned down. Because even removing the global still makes those nodes bs.
In time people will get used to the nodes. All of them aren't terrible, though combined with the globals I can definitely find terrible combinations. But there are certain nodes that should be removed or atleast toned down. Because even removing the global still makes those nodes bs.
You make a fair point that not all the nodes are terrible, but the ones that are terrible are so bad that it really just ruins the whole experience for an alliance.
In time people will get used to the nodes. All of them aren't terrible, though combined with the globals I can definitely find terrible combinations. But there are certain nodes that should be removed or atleast toned down. Because even removing the global still makes those nodes bs.
You make a fair point that not all the nodes are terrible, but the ones that are terrible are so bad that it really just ruins the whole experience for an alliance.
That's my point. Those nodes need to be toned down. For sure. Otherwise it's just an itemfest.
and where are the mods, wasnt communication part of the prelude, where is the accountability they promised?
I don't think that part of the prelude meant more interaction from forum mods. That isn't really their job. More likely it was meant that they'll lean on the CCP program a bit more to publish news items instead of just a monthly champion spotlight. And *maybe* they'll put up more blog posts from devs. But the odds of Miike spending all day chatting on the forum about the decision making process behind the scenes are very low, if for no other reason than that forum mods wouldn't be in those meetings.
Well, this new aw layout is certainly..... something?
Our alliance just faced off against a group of players with very comparable rosters and skill. We did itemless and the opponent went for full exploration.... 199 deaths.... in tier4. That is absurd and beyond reasonable. There is nothing fun about the prospect of those types of wars for such garbage rewards considering the difficulty increase. Y’all just can’t get it right can you? Maybe if you have 100 monkeys bashing away at coding for 24 hours a day, they will eventually make a fun alliance war.
It just boggles my mind why an alliance would spend those kind of resources during the off season.
lol, 32 pages and only comment is they are changing Stubborn. Within 10 minutes the community could see how crazy that tactic would have been. Are you testing these champ and node combinations at all? Did you test Stubborn at 3 charges at all? Now that WE have tested for you, what's your solution? You are in BIG pickle now. You have to scrap pretty much half the nodes, redesign the map layout, change the background, buff rewards for mid tiers, get rid of defensive tactics. I'm sure I'm forgetting more because it's so bad. Like really bad Kabam. REEEEAAAALLLLY bad. Please hire DDD or BG or someone that plays this game. Anyone who plays this game even casually could have seen this a mile away. Game is going down the drain, really sad.
I'm sure they test ALL interactions they implement. It's just that their "tests" are on really easy defenders like Groot, og iron man and then they get surprised when the community finds all the other interactions that they couldn't possibly imagine. There is no logic as to why stubborn or other similar nodes/interactions are passed knowing that defenders like nova, NF, thing, annihlus, Korg exist. They just choose to not test out on these champs I guess or just don't care enough to play their own game
I actually highly doubt this is the case. I strongly suspect that they know very well what the tough node/defender interactions are, and designed it accordingly. If we give benefit of the doubt and assume they mean well, then it's b/c they want to offer us a challenge. The other perspective is that they know it's going to hurt and cost lots. Regardless, even if they don't play AW themselves, I can't imagine that they have data from many seasons and wouldn't know that darkhawk would be a pain on ebb and flow knockdown, or rhino/nova would be a pain on ebb and flow intercept. As I mentioned in an earlier post, I'm quite certain that they saw this in the data and specifically designed a node combo (like tenacity and rapid metabolism) so that counters to those fights would have even more trouble. There's no other reason I can think of that would make them think of putting tenacity on an intercept node since you're not relying on parry there anyway. It's totally to screw over slow debuffs.
Think of this in normal story mode right? When they designed a buffed up/pilfer path in 6.1.6, you think it was just random that symbiote supreme is there b/c they didn't think of the implications of that? Or same with 6.2.2 Sinister? 6.3.3 acid wash mysterio? They know full well what they're doing and what the difficult combinations are.
Comments
Whereas normally, reading these abilities would excite/interest me, in the context of the new war map, it had the opposite effect. It gives the impression (intentional or not) that the war map was designed so that the new champions would have immediate strong appeal so people would spend a lot to try to obtain them.
Or you need to have a really diverse roster of champs viable.
Also, I doubt many do AW for the catalysts. It's all for the shards.
And I mean suicide with a defender that is not immune to bleed\poison... he gain unlimited fury...
but i guess you thought about everything right?
Playing like this is not fun. Completely not fun.
I think that Kabam missed something: the fact that the 6.4.6 GM fight was appreciated is because people can do it with EVERY CHARACTER. It is just a matter of skills.
The new AW is totally far from being a matter of skills; it’s just a matter of playing with the right character paired with the right boosts and the right mastery setup. Either you have them, or you won’t pass.
2. every fight require a unique counter. sometimes this counter take more than one spot in your team because you need to trigger a synergy. when you have a full path and you struggle to find enough spots in your attack team to counter the first section of the map then you in trouble.
3. comparing to Act6, in AW you can bring only 3 attackers, you can't restart the quest if you screw up, potions are much more expensive, nodes are easier, no masteries on the defenders etc...
Think of this in normal story mode right? When they designed a buffed up/pilfer path in 6.1.6, you think it was just random that symbiote supreme is there b/c they didn't think of the implications of that? Or same with 6.2.2 Sinister? 6.3.3 acid wash mysterio? They know full well what they're doing and what the difficult combinations are.