Root is annoying more than anything.. it would be great if once you successfully avoid AI attack when you are rooted that AI also get rooted giving us an advantage of sort.. do i find root fun? Not really, any suggestions for this? Yeah, what I mentioned above.. or if summoner is able to successfully avoid AI attack while rooted that they gain 10sec regen or invulnerability.
Let's all give kabam a break. They are trying to make the game more fun by trying new mechanic and game modes. Unfortunately, it didn't succeed, so hopefully they don't bring this new node global next month.
BTW, the Saturday theme with DH and bunch of metal champs is pretty easy with Magneto and Medusa, i found it easier than the Avenger theme day.
I think root is alright but what's annoying is that i have noticed the Thing on Saturday or Sunday is really passive until u are rooted. That right there is a problem. Also root should not be in Act 7 i think it should solely be in side quest an no other nodes on it.
The ones on timer aren't as bad. The ones with heavy attack, special attack, and being close absolutely suck. The heavy attacks and specials are a joke to try and memorize for every champ. The one being close the ai likes to wreck me most times when trying to back off. Then if you do get rooted the ai just backs off so out of reach and will likely intercept or counter when you try and attack. The one that's just on timer is better, you can at least plan your tactics better. That's my own opinion. I think it sucks overall. Hope it disappears.
Let's all give kabam a break. They are trying to make the game more fun by trying new mechanic and game modes. Unfortunately, it didn't succeed, so hopefully they don't bring this new node global next month.
BTW, the Saturday theme with DH and bunch of metal champs is pretty easy with Magneto and Medusa, i found it easier than the Avenger theme day.
They are the ones asking for input. More people dislike than like it. People are expressing that.
The root mechanic has a lot of problems both in the basic premise of the mechanic and the actual implementation of it.
Just like in cases of ‘stun lock’ people do not like to lose control of their champs. What fun is it to just be stuck unable to do anything? It does not add challenge, it adds frustration. I don’t think that is what Kabam is going for.
They claim one can still block, Dex, launch specials while rooted... This seems to be inconsistent at best. I have had many fights now where I try to avoid an attack while rooted and my champ just stands there and gets clobbered. Not to mention putting champs that have unblockable mechanics in the fights.
Functionally, root is infuriating even when doing things right. Parry while rooted and your lucky if you can reach the defender with one hit. Parry-> Heavy becomes a complete whiff. I’ve had the first swing of a special whiff as well... Nick Fury Sp1 launch in root while defender was parried, first swing whiffs, then defender recovers to block the rest of the special. Attackers should be able to punish the defender if they dodge, parry, special intercept while rooted, but the way it’s implemented, that is not the case...
Additionally, combo party with root is straight up mean. Introduce a new mechanic to the game then mega punish players if they’re not 100% perfect.... seriously?
Please do not implement this mechanic — especially in its current incarnation.
P.S. if you’re going to have the player base beta test something for you, could you at least not tie it to a monthly event? At least then, if people decide they don’t want to be Guinea Pigs they don’t have to be forced into it?
I think this needs to be revised to work like a retractable leash. If my heavy takes me forward, I should be able to land my heavy, cause a knockdown, and return to my rooted spot. I know that isn’t the name of the feature but it’s poor design that would allow one hit of a heavy to land, but whiff on 2/3.
The ones on timer aren't as bad. The ones with heavy attack, special attack, and being close absolutely suck. The heavy attacks and specials are a joke to try and memorize for every champ.
Quite the opposite for me. The activated ones require some good timing but are relatively easy to get. In the heavy one half of the champions are going to get you rooted while you're outside of their heavy range anyway, most visible on Hawkeye and Thor.
The timed ones? Yeah, not with the marvelous Kabam AI. It's literally "hold block all the time every time when on timer then go full aggro when root" in every single fight, and with the sky high attack the opponents have a single mistake is usually 100 to 0 for your champ. Either stop pulling a Doombot on us again or the timed nodes need to go.
Not a fan of this new mechanic at all. I hope Kabam doesn’t bring this back again.
I understand about making new things ti keep content fresh but this new mechanic truly makes the game LESS fun and makes it frustrating instead.
I think kabam needs to devote more time into fixing/ updating current problems
this my short list class mastery update to make them as awesome as mystic dispersion for example Only good class mastery right now is mystic all others need improvement
Mastery unlocking cost is fine and should stay but there should be more ways of obtaining Cores than just buying with units.
Mastery should be free to load once it has been unlocked. That way its more fun to make different mastery changes for different content in the game and not being stuck on only one setup due to cost of changing points.
Also Kabam is buffing old champs and while that is great it is also making older content harder where said champ was a defender, so maybe taking a look at previous defenders would be nice.
Potion and Revives inventory should definitely be expanded some its way too restrictive. Also better ways to farm such things would be nice.
The ones on timer aren't as bad. The ones with heavy attack, special attack, and being close absolutely suck. The heavy attacks and specials are a joke to try and memorize for every champ.
.......
The timed ones? Yeah, not with the marvelous Kabam AI. It's literally "hold block all the time every time when on timer then go full aggro when root" in every single fight, and with the sky high attack the opponents have a single mistake is usually 100 to 0 for your champ. Either stop pulling a Doombot on us again or the timed nodes need to go.
Today is a great example of it. Get 1 5 combo in, the AI backs off until there’s not enough time to get another 5 combo in. You push to get a response and the AI turtles until the timer expires.
Root sux period.. usually AI is aggressive when you are 'rooted' you can only successfully dex a few hits and eventually 'get combo into oblivion' (stole the line from Dave).. I find it annoying and unnecessary.. unless your purpose is to infuriate and annoy players.. have the game developers actually played 'rooted' in the quest.. btw, please do not add it to nodes in any part of the game.. unless its a mutant ability to hinder opponents movements.. duration limited by the signature level..
Not a fan, think game is hard enough. Maybe high level guys like it but I don’t like it, I have enough nodes and bugs to worry about with what I’ve got to want rooteds new mechanics added to the list. Pro players and whales, I say keep it for high level stuff, map 7s etc.
Maybe people like it, I don’t know, no read everybody’s comments but it’s a NO from me, thanks.
I'm in to no to root camp. It's a terrible game mechanic. In fact, its just flat out stupid. Everyone spends effort trying to avoid the new mechanic, instead of playing 'with' the mechanic. That should tell you everything you need to know right there.
Pretty much every node that can be played around is played around. If I'm playing mix master and I have a champ that can do normal combos, I use that champ. I don't thing the fact that people try to avoid being rooted "tells you everything you need to know."
Passive AI. Seems to want to wait till you get rooted to throw specials or attack you in general. Hold block. Hold block. Oh wait he’s rooted. Let’s smash him now.
While it is a balanced debuff compared to many other "fun ant interacting nodes", this was presented to the community as something that could also be a plus for the player.
Other than getting rooted in place immediately after corning the opponent, and going to heavytown with champs that normally don't have the reach, I couldn't find any "pro" to being rooted.
Further, I expected at least 1 of the days to have the opponent rooted, for better or worse.
I'm glad to see Kabam didn't combine root with a champ like Omega Red or Terrax with proximity damage, but you know its just "a matter of time".
I would suggest a change... to increase damage for #offensive and defense for #defensive champs, which would be in line with the idea of being rooted, or perhaps simple remove it as a general mechanic, and just buff Groot with it as an ability / be done with it.
Finally, I think #flying champs should be immune to it.
The root from afar or up close was easy and didn't really notice it. The root on a timer or hit count i actually quite enjoyed playing around it. The root on specials and heavies i hated.
@LeNoirFaineant tbh still some people have problem with reversal nodes/reversal debuff not because they are not skilled it's because we memorized the way we should play and implanted it in our brain we usually evade heavy attacks/some special attacks by spacing them now imagine u should dex them it may not hard for you but for most it is. (Get good) cant be a good solution too because not everyone has time nor energy to play all day to master it. Tbh this one is even harder then reversal and can cost you a lot since attack values are going to be so high. Also i dont think we need nodes like this for now but why they cant make nodes like the ones for cavailer difficulty?
I think people have a hard time with reverse controls on random fights, but no so much on Emma because we've got lots of practice fighting her. I don't see how root is harder. You are using the same evade timing. Many of the applications you can just play around. Root on heavies can be avoided by not playing in a way that causes the AI to throw heavies. One of them you just have to not be far from the defender for long, etc.
This is all great advice.. However the timing of specials or beams changes subtly given the pi or difficulty of the defender
Venoms sp2 can either be an easy to evade special or on a boss nodes will jump across the map and his animations will be so chaotic and fast that it’s nearly impossible to 100% evade over and over on command
I've been playing a few more rounds and my current thoughts are: 1 - Given that Root messes with your basic functions, and is inevitably causing people to make mistakes they usually wouldn't, I'm pretty sure that people would have hated Root a lot less if it hadn't been paired with Combo Party, which inflicts insane punishment if you make a tiny mistake. This should be borne in mind if the team decide to use it again.
2 - A major issue is knocking your opponent back out of range when you're rooted. If this could be fixed, Root would be far less frustrating. What about adjusting the knockback setting when rooted; say capping it at 20% of normal. Your opponent still reacts when hit - they aren't Unstoppable - but don't get pushed out of range by your first hit.
@LeNoirFaineant tbh still some people have problem with reversal nodes/reversal debuff not because they are not skilled it's because we memorized the way we should play and implanted it in our brain we usually evade heavy attacks/some special attacks by spacing them now imagine u should dex them it may not hard for you but for most it is. (Get good) cant be a good solution too because not everyone has time nor energy to play all day to master it. Tbh this one is even harder then reversal and can cost you a lot since attack values are going to be so high. Also i dont think we need nodes like this for now but why they cant make nodes like the ones for cavailer difficulty?
I think people have a hard time with reverse controls on random fights, but no so much on Emma because we've got lots of practice fighting her. I don't see how root is harder. You are using the same evade timing. Many of the applications you can just play around. Root on heavies can be avoided by not playing in a way that causes the AI to throw heavies. One of them you just have to not be far from the defender for long, etc.
This is all great advice.. However the timing of specials or beams changes subtly given the pi or difficulty of the defender
Venoms sp2 can either be an easy to evade special or on a boss nodes will jump across the map and his animations will be so chaotic and fast that it’s nearly impossible to 100% evade over and over on command
Is it possible you are just less relaxed fighting a boss? It it only some champs or all champs which have high pi/boss node alternate specials? Do you find this to be the case in ROL or LOL, or is this only on some nodes? I find the AI to be more aggressive or less aggressive depending on the content, but I haven't noticed alternate timing needed for specials.
Comments
BTW, the Saturday theme with DH and bunch of metal champs is pretty easy with Magneto and Medusa, i found it easier than the Avenger theme day.
I like it;)
You can stun, you can dext both anyway even if you rooted.But I have Quake she solve the problem alone;)
The root mechanic has a lot of problems both in the basic premise of the mechanic and the actual implementation of it.
Just like in cases of ‘stun lock’ people do not like to lose control of their champs. What fun is it to just be stuck unable to do anything? It does not add challenge, it adds frustration. I don’t think that is what Kabam is going for.
They claim one can still block, Dex, launch specials while rooted... This seems to be inconsistent at best. I have had many fights now where I try to avoid an attack while rooted and my champ just stands there and gets clobbered. Not to mention putting champs that have unblockable mechanics in the fights.
Functionally, root is infuriating even when doing things right. Parry while rooted and your lucky if you can reach the defender with one hit. Parry-> Heavy becomes a complete whiff. I’ve had the first swing of a special whiff as well... Nick Fury Sp1 launch in root while defender was parried, first swing whiffs, then defender recovers to block the rest of the special. Attackers should be able to punish the defender if they dodge, parry, special intercept while rooted, but the way it’s implemented, that is not the case...
Additionally, combo party with root is straight up mean. Introduce a new mechanic to the game then mega punish players if they’re not 100% perfect.... seriously?
Please do not implement this mechanic — especially in its current incarnation.
P.S. if you’re going to have the player base beta test something for you, could you at least not tie it to a monthly event? At least then, if people decide they don’t want to be Guinea Pigs they don’t have to be forced into it?
The timed ones? Yeah, not with the marvelous Kabam AI. It's literally "hold block all the time every time when on timer then go full aggro when root" in every single fight, and with the sky high attack the opponents have a single mistake is usually 100 to 0 for your champ. Either stop pulling a Doombot on us again or the timed nodes need to go.
I understand about making new things ti keep content fresh but this new mechanic truly makes the game LESS fun and makes it frustrating instead.
I think kabam needs to devote more time into fixing/ updating current problems
this my short list class mastery update to make them as awesome as mystic dispersion for example Only good class mastery right now is mystic all others need improvement
Mastery unlocking cost is fine and should stay but there should be more ways of obtaining Cores than just buying with units.
Mastery should be free to load once it has been unlocked. That way its more fun to make different mastery changes for different content in the game and not being stuck on only one setup due to cost of changing points.
Also Kabam is buffing old champs and while that is great it is also making older content harder where said champ was a defender, so maybe taking a look at previous defenders would be nice.
Potion and Revives inventory should definitely be expanded some its way too restrictive. Also better ways to farm such things would be nice.
Today is a great example of it. Get 1 5 combo in, the AI backs off until there’s not enough time to get another 5 combo in. You push to get a response and the AI turtles until the timer expires.
Please do not implement root.
Pro players and whales, I say keep it for high level stuff, map 7s etc.
Maybe people like it, I don’t know, no read everybody’s comments but it’s a NO from me, thanks.
Other than getting rooted in place immediately after corning the opponent, and going to heavytown with champs that normally don't have the reach, I couldn't find any "pro" to being rooted.
Further, I expected at least 1 of the days to have the opponent rooted, for better or worse.
I'm glad to see Kabam didn't combine root with a champ like Omega Red or Terrax with proximity damage, but you know its just "a matter of time".
I would suggest a change... to increase damage for #offensive and defense for #defensive champs, which would be in line with the idea of being rooted, or perhaps simple remove it as a general mechanic, and just buff Groot with it as an ability / be done with it.
Finally, I think #flying champs should be immune to it.
However the timing of specials or beams changes subtly given the pi or difficulty of the defender
Venoms sp2 can either be an easy to evade special or on a boss nodes will jump across the map and his animations will be so chaotic and fast that it’s nearly impossible to 100% evade over and over on command
1 - Given that Root messes with your basic functions, and is inevitably causing people to make mistakes they usually wouldn't, I'm pretty sure that people would have hated Root a lot less if it hadn't been paired with Combo Party, which inflicts insane punishment if you make a tiny mistake. This should be borne in mind if the team decide to use it again.
2 - A major issue is knocking your opponent back out of range when you're rooted. If this could be fixed, Root would be far less frustrating. What about adjusting the knockback setting when rooted; say capping it at 20% of normal. Your opponent still reacts when hit - they aren't Unstoppable - but don't get pushed out of range by your first hit.