**BANQUET EVENT PSA**
To fully participate in the upcoming Banquet's Alliance Event you will need to be in your alliance for 14 days prior to the event's start date on December 20th. That means, stay in your alliance from December 6th onwards to enjoy all there is to offer in the Banquet event.
To fully participate in the upcoming Banquet's Alliance Event you will need to be in your alliance for 14 days prior to the event's start date on December 20th. That means, stay in your alliance from December 6th onwards to enjoy all there is to offer in the Banquet event.
**Not Another Anime Reference Solo Event Returning**
This solo event has been fixed and will appear in game again on December 10th and will run through the 17th.
Reminder: This event is available to Paragon+ Summoners
This solo event has been fixed and will appear in game again on December 10th and will run through the 17th.
Reminder: This event is available to Paragon+ Summoners
INCOMING BUG FIX:
We'll fixing an issue with the Side Quests where all difficulties had the same Selector rewards.
We've fixed the Selectors in Threat Levels 4, 3, 2 and 1 to no longer contain rewards for Progression levels above the target audience.
Threat Level 4 rewards cap out at Thronebreaker
Threat Level 3 caps out at Cavalier
Threat Level 2 caps out at Uncollected
And Threat Level 1 has rewards for Proven
We'll fixing an issue with the Side Quests where all difficulties had the same Selector rewards.
We've fixed the Selectors in Threat Levels 4, 3, 2 and 1 to no longer contain rewards for Progression levels above the target audience.
Threat Level 4 rewards cap out at Thronebreaker
Threat Level 3 caps out at Cavalier
Threat Level 2 caps out at Uncollected
And Threat Level 1 has rewards for Proven
Comments
For the first time, I feel no regret saying that cuz ROOT really ain't belong in this kind of game.
There's no bonus to the players for surviving ROOT's duration.
If you make a mistake then you got hit and potentially DIE.
That will cost you especially in a higher level fight.
Oh please. If even if Kabam does decide to keep this node you probably won’t see it often anyways, so I don’t know why you’re all crying. We’ll probably see it a few times in act 7, maybe on an EQ boss every few months, and maybe rarely in incursions at most. Don’t worry Karens, I’m sure you’ll survive.
I believe this "Root" mechanic might find its way into a new champion's arsenal. In fact, I kinda think Professor X was intended to have this as his dash back leaves a mirage of himself. I wouldn't be surprised if that mirage was supposed to be the area where a dashing opponent would be "rooted", but Kabam didn't want to do it (especially since it doesn't serve a purpose outside looking cool. I'm guessing it's a similar thing with Namor...they want to see first if it's too OP. Also, him locking up specials similar to Terrax is showing us that Kabam is starting to get more and more into developing and altering new mechanics.
Anyways...I believe they want to avoid Emma Frost/Ebony Maw scenarios where new mechanics are introduced and irritates the players. Maw in particular who I think they overcompensated damage wise.
Also, I feel like we are being put into a beta environment but real rewards are on the line. I haven't had to use items to complete anything but it doesn't feel right that we are the guinea pigs for this with the carrot of dangling Gamma on the line.
That is all - Smash On!
It's like "hey man we know you're trying your best but for this singular mistake we just need 75% of your health"
Root has it's plus points in the way that's it's new and interactive, but it has it's negatives as well. But we should gloss over them because if we do point them out, then we're crying and we want to nerf content. That's how it is to them.
If they wanted to introduce changes to mechanics, how about letting us swipe up to jump over an attack. Or swipe upwards and hold to have ur hero levitate a little bit since some can fly. I think that would be better change to mechanics.
Putting thing there was a particularly fun fight. Died the first time but got him the second time. Feels good to face a struggle only to overcome it. Thanks for pushing me to try my best.
You have been doing a great job recently. I think I speak for the majority of the community when I say that your Road Map has nothing but positive reviews. Over the past couple months the quality of this game has continued to improve, as a player who loves this game and has been playing for nearly 3 years now, I am excited about these new changes. The root mechanic, on the other hand, has had the opposite effect on me.
I understand that you want to add new mechanics to the game to keep it feeling new and fun, root feels the opposite to me; tedious and restrictive. Nothing about being stationary is fun, it’s annoying. You have less ins to attack the champion and have to play slower. Some people like the added level of skill required to dex physical special attacks with multiple animations up close, that’s cool but other players just like getting the hell out of the way and not jeopardizing getting hit... Resources are valuable in this game why make this game more difficult and annoying to play.
If you can make this mechanic fun and not restrictive than I’d consider being on board. But honestly one of my favorite parts about this game is the ability to learn how to dex specials and punish them, or heavy counter, or light/medium intercept/ etc. these things all require spacing and mobility
When I am Rooted and Parry Stun an opponent, they should be within reach of my attacks. Something I have come across on multiple fights, even if I stun them and they are visibly in range, I cannot touch them with my rooted basic attacks. The Root description even says I can attack, what's the point though if opponent is by default just out of reach?
Not that bad, I quite enjoyed it to be honest. My only gripe is that being rooted for 4 seconds straight seemed excessive... the countdown, also 4 seconds, was fine, it gave plenty of time to deal a combo and dashback, the distance for its activation was perfectly tuned too, but the duration of root itself could be just a tad shorter, maybe 3 seconds would be a good compromise. I don't know, it felt far too long the few times I screwed up and got rooted.
Still think it's not a good idea to introduce this new node (no, I won't call it mechanic, let's call a spade a spade) this month in a limited entry side quest, with so many bugs, lag and general unstability plaguing the very basics of the game right now. Trying to dex specials or heavies while rooted when you can be the victim of a micro lag that delays your inputs at any random time is a real pain. There's a reason I don't use Quake as much as I'd like to... Fix the game first, please. Something went wrong a couple months ago, and even if not everyone suffer from these issues, the ones that do are not having a good time at all. That alone will paint any new gameplay you're introducing in a very bad light, hence so many bad feedback.
Also, quickly reading this thread and a few others lately, since it seems many of the EndGame players think the game is boring if the defender doesn't have 20k+ attack rating and at least as many nodes on them