**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
I think rooted is a solid concept and it added an interesting twist to this month’s SQ. I do think the concept and most of the root nodes should live on. However I do think root’s introduction could have been executed better. Introducing it along with combo party multiplied frustration for first time learners. This node is a bit weird and it makes you wanna pay a bit differently but people will get used to it eventually. Root is facing pretty much the same exact ‘criticism’ and complaints that reverse controls faced when they were first dropped. The idea shouldn’t be scrapped and I think people will eventually come to get used to it. The only root node I truly think should be scrapped is root on heavies. Aside from that I’d be fine with root staying and being put in future content as an occasional node.
Cash grab nodes such as this one, remind me of act 6, which left a really bad taste in my mouth. There are so many already in the game, why continue to add more and more. Yes, there are a few days with the right champ or game play can be very straight forward, but we all know how this goes, node combos are NOT created to challenge players.
Anyways, would love for this node NOT to become a BIG pain, or I would have to finally make the decision to spend my money elsewhere.
Overall - can't say I like it. Only makes game more difficult in terms of skill, wich may be fine, but nothing enjoyable. Also why is it called new mechanic? It works just like any other node, unless you can't somehow control it or use in your own advantage.
As is? I'll probably be skipping root content until it feels polished and balanced.
I did not have fun with any of the root nodes, especially when coupled with combo party. Most of my powerful characters are 5r4s, and one normally inconsequential slip up through the fight (a slightly slower than usual dex, for example) turns into a 40 unit spend. I've had to quit out of the quest more times than I've finished it, even playing on the "easier" days. It's not enjoyable. Please ditch root and don't mess with player movement in the future.
I like that Kabam is working to make the game more fun, nothing wrong with that. They just have to take feedback and work with it.
Why i don't like it: It has the potential to cause some real problem with some nodes combinations. In the hands of the guys that designed 6.2.5 and 6.2.6 especially the Champion fight, it will be chaotic. I'd vote it doesn't live on if they don't make some tweaks.
What can be done? Like the node where Robots are immune to reverse control, a similar design with either S, XL or something tags can be immune to root. That way, those that have no problem with it can fight and others can choose to avoid it. Alternatively, while rooted you can get some bonuses scaling based on successfully performing certain actions like block basic, specials etc.
I'd go with some tags being immune to it.
The thing is some of us not that we're bad players but some nodes don't sit well with us. I hate reverse control cos I'm dyslexic. I always mix up my left and right. I'd have to think about it first. So having a way to avoid was really cool and I thank Kabam for that.
Have a good day guys.
During the entire month's side quest, I had a good experience with this new mechanic a total of 2 times. Every other time was frustrating. I appreciate the push for something new, however, I cannot even think of a way to change/save it. As much as it pains me to waste the months of planning/development around Root, I would strongly prefer for the mechanic to be removed.
It seems like a number of other summoners feel like the mechanic is fun, a larger number dislike it, and almost nobody actively enjoys it and wants it to stay.
Dropped...
Inputs...
Seriously.....
Please, please, please don’t introduce a new mechanic that hinders your champs movements when ‘dropped inputs’ are still screwing with the game.
Root is not fun, does not feel like a challenge. It discourages playing rather than standing up to the challenge.
Root is a bad idea for this game even ignoring the input problems players are having.
And it was straight up mean to have combo party in conjunction with a new mechanic that also has some poor implementation issues —
If you parry while rooted, 1 hit knocks the opponent far enough away that successive hits are whiffs.
Parry/heavy is impossible, so you effectively gimp a certain portion of champs (Nick Fury, Colossus, etc). Does Kabam intend this?
Dodging/Dex’ing is unreliable at best.... on top of that you put champs like Hit Monkey in who’s heavies are not fully dodgeable. Paired with combo party means 1 mistake and he kills you in 3 hits or less.
Mixing unblockable champs in with root is an example of where players feel this is just a cash grab, let alone the janky functionality issues. On top of that, putting champs is who’s heavy is not dodgeable (Hit Monkey, Black Widow, etc), further exacerbates the feeling.
The root graphic doesn’t always match the actual effect. Several times the effect looked like it dropped, but I still couldn’t move.
Also, root is supposed to drop when launching a special. During the Robot SQ today, I had the special drop the root, in one case, when I launched the special. Other times the root didn’t drop until after the special finished. Other times, the special didn’t seem to free me until the root timer was up. Which is it supposed to be?
In response to people pointing out reversed controls being the same. No, they are not. Reversed controls are only on 1 champ and rarely end up as a node buff (and in those cases, there’s no ultra-punishing additional mechanic). Reverse controls is less time and you can just stand and block it if you can’t reverse quickly enough. Root allows the defender to get through multiple 5 hit combos if one screws up.
Also, while this hasn’t happened every time, it happened more frequently than it should: AI is super passive while not rooted, then gets aggressive while you are rooted. That makes root, on timer/number of hits, leave one rooted a good chunk of the fight - I went through the mercenary one yesterday 4 times and EVERY time, all the defenders did this.
Reading through this thread, many have mentioned they stopped doing the side quest due to how poorly root was implemented. Is Kabam’s intent to discourage players from doing the side quest, unless you are a whale or the top 10-15% of players?
1. It's annoying when Root causes you to miss even when you are right next to a stunned opponent. Magneto's heavy wouldn't land. Cap Marvel Movie's heavy wouldn't land. Just have to sit there and try to dex or hold block and take your beating while the root timer runs out.
2. It's annoying when Root is triggered by specials but lasts long enough that specials cannot be punished. For me, this made Ghost useless. Others probably fared better.
3. The mechanics for getting around root (throw a special, achieve a certain hit count, etc.) didn't seem to work consistently.
4. Root interacts with unblockable specials in a very not fun way. The penalty for screwing up is just too high (especially with the cruelty buffs being used this time). Rogue was really crappy for similar reasons. Really hard to dex L1 special while rooted, but if you try to block it she steals 30% of your health through your block.
5. I liked the robots with root. It was fun to have some additional ways to play around the mechanic (e.g., Medusa, Aarkus, and Magneto negating or substantially reducing the robots' ability accuracy).
6. Root seems best used when there are multiple ways to avoid it. Magik to prevent the defender throwing specials. Medusa/Aarkus/Magneto/AA/etc. reducing ability accuracy. Etc. Root really shouldn't be used in scenarios when it's nearly impossible to prevent root and/or to avoid taking damage while rooted (e.g., unblockable specials or Rogue triggering root while throwing L1).
Only doom got rooted during his sp2 - but it’s not something heavily explicit, it keeps the fight faster paced and closer range - which worked because the ai threw specials and played into the fight and didn’t sit back and play super passively
I get the “if you sit back and camp you’ll be stuck aka rooted”
They should add root to campers on cod 😆 😂
“Sit still too long!?! ROOTED” lol
Something considerable is could root work both ways? Idk how it would be to root the opponent
But it was actually kinda fun because it wasn’t heavily punishing but when it did occur it was kinda like a small mini game in the middle of the fight
It was something that was few and far between but didn’t totally wreck my fight.
I like the “throw special to remove root and prevent it” thing though
Tbh root imo would work better as an ability of a champ,
Also just thought sandman could have an ability to slow your dashes because walking in sand is slow
Or he could proc slow on you.
Or lower ability accuracy
But anyway, today’s root was actually kinda fun - HOWEVER if it’s paired with loads of nodes or a champ with a horrid play style for it will be VERY annoying
For example mordo - who backs up constantly and distances himself during his power gain would get you rooted. Idk if it would be irritating until I fought him but I know full well it COULD be annoying
But today was good
Not too hard but not too easy. It was fun and not too interactive
And 4: rogues sp1 isnt hard to evade. At all. It's just scary
Apart from that I agree
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Have you come to any conclusions?