The stun node also gave 300% attack value so it was good and bad at the same time, never before have we seen such a game direction towards advantageous nodes
You also said yourself nodes are modifications to the defenders abilities, except in this case the nodes are actually only affecting the attackers abilities, so then it still seems illogical to class them as defenders abilities, prone to aar
You also said yourself nodes are modifications to the defenders abilities, except in this case the nodes are actually only affecting the attackers abilities, so then it still seems illogical to class them as defenders abilities, prone to aar
even when they "only" affect the attacker they are still modifications to the defenders abilities, as defender abilities can be there to only affect the attacker.
The stun node also gave 300% attack value so it was good and bad at the same time, never before have we seen such a game direction towards advantageous nodes
The node you are talking about gives unstoppable to both the defender and the attacker dependent on the position of the 2, so it fits into the exact same category. So your statement about "never before" keeps making less and less sense.
No I’ve been discussing the punishment glutton node now, I was borderline ok with the first one as I saw it as a reflection of the unstoppable mech, so if it doesn’t trigger on the defender I can kind of see why it doesn’t trigger on the attacker , in monthly eq, same aar, blade w ghost rider, vs rulk on the normal map. Punishment glutton node. Rulk is bleeding and when the bleed expires blade is not getting the furies, this is purely affectiNg the attacker, so again it seems illogical to have included it as a defensive ability as per the blanket rule that all nodes are “defensive abilities” that blanket rule may need looking at, just because of the direction of the cavalier nodes which are making up a large percentage of our future challenging gameplay. Again if this was their plan to stop op attackers then it’s actually smart. If it was An Omission that they are ok with i just hope they take it into account with difficulty in the future if we are going to have more of those 4* challenges (which I loved by the way except for the fact I had to spend all my glory on t4bs to rank up my neglected 4*s last month) I’m grateful for the full discussion and examples as I’m sure/hope the devs have seen the discussion now and double checked with the design team that it was the intended direction for aar *Cough nerf cough* in those monthly quests
Personally I can see this becoming the new why isn’t ghost rider incinerate immune topic, and like that, they will probably just change it when they get sick of everybody asking why such and such ability isn’t proc’ing in eq, I’ve also considered how many aar champs those nodes seem to be targeted towards, which makes me think it probably is their planned direction, personally I hate fighting thing when his rock stacks are subject to aar,
Personally I can see this becoming the new why isn’t ghost rider incinerate immune topic, and like that, they will probably just change it when they get sick of everybody asking why such and such ability isn’t proc’ing in eq, I’ve also considered how many aar champs those nodes seem to be targeted towards, which makes me think it probably is their planned direction, personally I hate fighting thing when his rock stacks are subject to aar,
that would be a massive nerf to every AAR champ in the game. It would also be practically impossible as sometimes you WANT AAR to not give you a "beneficial" effect. Would you want fury buildup on your character when there is also a rage node in play? if you have not mastered intercept probably not.
I’m saying when a node effects the defenders ability to defend like most nodes in the game it is already (and should be) subject to aar. like you said - because those nodes are a tool in the defenders kit. attackers abilities are not subject to aar, When these nodes lately have started actually only being relevant to the attackers abilities, it’s no longer logical to treat them like we always have as defenders abilities, so in these new nodes I think it would be more logical to have a new class of attackers ability nodes in which the aar does not affect the nodes. Remembering the baseline rule has always been aar affects the defenders abilities, not the attackers. And nodes have always been classed as defenders abilities because until now they were targeted for the defenders abilities , ik Just not sure it makes sense to have aar as a newly emerged burden. Like I said I’m perfectly happy if this is a design to not have classic counters work so well, but it is making for more longer boring fights. And strikes me as an omission by design rather than a targeted one
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I’m grateful for the full discussion and examples as I’m sure/hope the devs have seen the discussion now and double checked with the design team that it was the intended direction for aar *Cough nerf cough* in those monthly quests
AAR counteracts the node, beneficial or not. So don’t use a champ that reduces the AAR if the node is beneficial to you.
Just not sure it makes sense to have aar as a newly emerged burden. Like I said I’m perfectly happy if this is a design to not have classic counters work so well, but it is making for more longer boring fights. And strikes me as an omission by design rather than a targeted one