**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.
Comments
If we can’t land hits, we’re screwed.
Or is it once per day ?
Sure, it's not perfect, but the concept and some of the node ideas are great. I get the frustration over having limited entries, as well as the whiffing of attacks but I also liked how they gave players ways around the node, such as landing 10 hits/SP, or not baiting heavies, or power control.
"But what if it's paired with crazy nodes that ultimately make it into a 'BS cash-grab'?"
Lots of nodes present in the game have that ability as well.
"It makes the game harder."
Is that not the point of the game? The more you progress, the harder it gets.
"We're not used to it."
People weren't used to Inverted Controls either.
"Imagine an Unblockable SP (with a node like 'I am Root')."
That's why there are ways around Root like AAR, PC, or even champs like RG and Mordo.
"It doesn't benefit the player."
And? At least it's more interactive than most of the nodes we have now. I get the need for nodes that reward players for playing correctly, but why should every node have the capacity to benefit the player?
"It hinders the player's capabilities to play."
Um...that's what most nodes are for.
If you disagree with my points, please respond. I would love to hear any opposing arguments.
In the first quest with Colossus as the boss, where you're rooted during the opponent's special attacks isn't inherently hard, but now certain specials that are normally easy to evade, like Colossus' SP2 or Squirrel Girl's SP2 now can kill you very quickly. Colossus' SP2 is always unblockable, so that would be very tough to evade, and if you fight Squirrel Girl and she uses her SP2, lets say you block it all, you could take tons of block damage that you normally wouldn't have due to it being extremely hard to avoid her SP2 while Rooted. If you pair this version of Root with Unblockable Specials, it's going to be very close to unavoidable damage. Root itself will end up 'requiring' certain champs to be brought into the quest because they deal with it easier, and then pair Root with other nodes in a quest, now you have a niche fight. Which is something Kabam nerfed Act 6 for, example Acid Wash Mysterio, Biohazard Crossbones, ect.
Players- “so greedy of Kabam to put rewards into content I would ignore if it wasn’t for the rewards.”
It's Groot not Root