Ain’t No Party Like A Plat-Pool Party!
Kabam Boo
Member Posts: 840 ★★★★★
CONTEST OF REALMS
Start: April 7, 2021 @ 10AM (PT)End: May 5, 2021 @ 10AM (PT)
Platinumpool would argue that this party will never end - but fear not, Summoners - we will make sure you’re not stuck at one of Platinumpool’s parties for eternity. Platinumpool is fussing, but no, I will not repeat Platinumpool’s rant, no matter how much he wanted me to.
Quest TL;DR:
Complete Solo Objectives > Claim Keys (from Solo Objective) > Open Quest > Run Path(s) > Earn Rewards > Repeat
Solo Objectives and Getting Key
So, you will have to claim Keys by completing particular Solo Objectives. A new Solo Objective (with Key) will unlock EACH DAY, so we won’t ruin the surprise. Once you find out what you have to do to complete the daily Solo Objective to claim a Key, do it, and claim the Key. These daily Solo Objectives will be open until the end of the event once they unlock. YES, YOU CAN DO THE SOLO OBJECTIVES ANY TIME AFTER THEY APPEAR AND/OR ACCUMULATE KEYS, IF YOU WANT.
Note: You will have to play other parts of the game in order to complete these Solo Objectives, e.g. Arena, Event Quest, etc.
Unlock Quest (Paths)
One Key will unlock the Quest once only!
Then, use the Key to unlock the Quest. The Quest will require NO ENERGY to complete. You can only bring in three (3) Champions this time. In the Quest, you will see seven (7) paths. It is YOUR CHOICE to either do the paths, or you can take the straight path to the Boss (yes, there will be a straight path to the Boss). But, if you skip the other paths, you will also skip the rewards on those paths. Simple.
In case you quit the Quest before you finish it, any rewards you have already earned will still be yours to keep; but you will not get the Key back.
Note: Fights along the other paths do contribute to the other Solo Objectives (in addition to the above daily ones) so it would be wise to do them, if you can!
Randomised Fights, Rewards and Boss (Limited Pool)
The seven (7) fights along the paths will be randomised daily, from a limited pool. The one (1) Boss will also be randomised daily, from a limited pool. The seven (7) rewards nodes along the paths will also be randomised daily AND when your finish (defeat Boss) the path. This means if you do the Quest multiple times in a day, the fights and rewards will be randomised each time you finish (defeat the Boss) the Quest.
IMPORTANT **Images below are intended to show Quest paths structure only. Champions and reward items will be randomised from a limited pool, per above.
Global and Other Buffs
Buff Descriptions:
FINAL BOSS BUFFS
Heal or Hide: Every 12 seconds, the Defender gains a Regeneration Buff restoring 10% of their Max Health over 5 seconds. If the Attacker is far away from the Defender when this triggers, the Attacker gains Regeneration instead.
Juke: Finishing a 5-hit combo with a Light or Medium Attack grants the Attacker a Fury charge, increasing their Attack Rating by {7}% per charge. Up to {10} charges can be gained and all charges are lost when performing the same combo-ender twice in a row.
Special Attack Heal Block: The Defender's Special Attacks inflict a Heal Block Debuff and a Passive Fate Seal against Regeneration Buffs for 10 seconds.
Vigorous Assault: Increases Defender attack power and makes ALL attacks unblockable as long as the Defender is under the effects of a regeneration buff.
PATRIOT GARRISON BUFFS
Extend: The Defender's Buffs and the Debuffs they inflict last 150% longer.
Enhanced Weakening: Weakness and Fatigue abilities are 40% more effective.
Enhanced Weakening: Weakness and Fatigue abilities are 40% more effective.
Long Distance Relationship: While close to the Defender, the Attacker gains a Weakness Debuff every 3 seconds, reducing their attack by 10% permanently. Staying far away from the Defender causes these Weakness effects to gradually fall off.
Blood in the Water - 2: While the Attacker is suffering from a Debuff, the Defender gains a Passive Fury granting +150% Attack Rating lasting until all Debuffs on the Attacker expire.
GAMMA HORDE BUFFS
Aggressive: The Defender becomes more aggressive, meaning they are more likely to Dash in and execute Heavy attacks.
Dash Vulnerability: The Defender takes 200% more damage during a forward Dash attack.
Aggression: Fury: Every 2 seconds, the Defender gains a Fury passive increasing Attack Rating by 50% per stack. When the Defender is struck, remove a stack.
Hard Knock Life - 4: Every time the Attacker performs a successful Well Timed Block, they gain a Passive Disorient, reducing Defensive Ability Accuracy and Block Proficiency by 20% for 15 seconds.
TEMPLE OF VISHANTI BUFFS
Enhanced Energy Attacks: Energy Attacks inflict 40% more damage.
Pilfer (Regeneration) - 3: Any Buff activated by the Attacker has a 20% chance to be Pilfered, Nullifying the Buff and giving the Defender a burst of 20% Power over 2 seconds. Regeneration buffs have triple the chance to be Pilfered.
Feat of Energy 2: When the Attacker reaches 2 Bars of Power, the Defender gains a Power Gain Buff granting {100}% of a Bar of Power over {4} seconds.
Unblockable: All the Defender's Special Attacks are Unblockable.
HOUSE OF IRON BUFFS
Heavy-Handed: The Defender's Special Damage increased based on Armor.
Aggression: Armor: Every 2 seconds, the Defender gains an Armor Up passive increasing Armor Rating by ~50% per stack. When the Defender is struck, remove a stack.
Armored Assault: While the Defender has a Armor Up Buff active they gain +65% attack rating and their attacks become Unblockable.
Power Shield: The Attacker's basic attacks deal no damage, but still generate power, and their Special Attacks deal 400% more damage.
SPIDER-GUILD BUFFS
Spry: Each time the Defender Passively Evades an attack, a Fatigue Debuff is placed on the Attacker, reducing their Critical Rating by 1000% for 15 seconds.
Bulk Up: While the Attacker is charging a Heavy Attack, they rapidly gain Fury Passives that increase Attack by 1%. These Fury passives can stack up to 200 and are removed upon taking damage.
Mix Master: If the Attacker launches the same Basic Attack twice in a row the Defender has a 100% chance to Evade.
While They're Down - 1: Each time the Attacker is inflicted with a Non-Damaging Debuff, the Defender gains a Fury Buff granting 120% Attack Rating for 6 seconds. This Fury effects does not stack multiple times.
PYRAMID X BUFFS
Aggression: Prowess: Every 2 seconds, the Defender gains a Prowess Passive increasing Special Attack damage by 50% per stack. When the Defender is struck, remove a stack.
Powerful from Afar: Each time the Attacker leaves striking distance, the Defender gains a Power Gain Buff. When entering striking distance the Buff is removed.
Performance Anxiety - 3: After the Attacker uses a Special Attack, a 15 second timer is started. If the Attacker activates another Special while this timer is active they are inflicted with a Glancing Debuff for 6 seconds giving their attacks a 100% chance to Glance. Glancing Hits cannot be Critical, deal 50% reduced damage, and suffer -100% Offensive Ability Accuracy.
Micro-Reflect: When this Defender Glances an attack, a portion of the damage is reflected on the Attacker.
KINGDOM OF WAKANDA BUFFS
Mighty Charge - 1: While performing a Medium dash attack, the Defender Purifies all active Debuffs and becomes immune to future Debuffs until the dash ends.
Foresight: Intercepting the opponent’s Dash Attack with a Basic Attack grants the Attacker a Passive Fury charge, increasing their Attack Rating by {200}% for {5} seconds.
Running On Fumes: While close to the Defender, the Attacker gains a Fatigue Debuff every 3 seconds, reducing their Critical Rating permanently. Staying far away from the Defender causes these Fatigue effects to gradually fall off.
Schadenfreude - 1: Each time the Attacker is inflicted with any Debuff, the Defender gains a Fury Buff granting 120% Attack Rating for 6 seconds. This Fury does not stack multiple times.
Difficulties and Universal Key
This Quest will be available in 4 Difficulties and the Keys are universal (there will only be one kind of Key!) so you can use the Key to unlock whichever one Difficulty you want to do:
- Heroic
- Master
- Epic
- Legendary
Your Day-to-Day
So, your April (and a bit of May) days will look like:- Complete daily solo objective to claim a Key
- Unlock Quest (same Quest; refreshes daily/path completion) with a Key
- Run path(s); defeat Boss; earn rewards (Path Rewards and eventually, Solo Objectives)
Rewards
**Note that the Path Rewards listed below are the pools from which the path rewards may present daily. So, these are the possibilities of rewards that you MAY see along the paths daily. There is NO GUARANTEE of any particular reward showing up at any exact node or exact time.Important Note: Rewards
Rewards are credited to your inventory directly and will not be presented to you in a dialogue box at the end. Again, the rewards are going to be credited to your inventory directly as you collect them along the paths and will not be displayed in a dialogue box again at the end.Post edited by Kabam Boo on
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Comments
Honestly, I’m okay since I already snagged myself a Platpool last year, but I’m a little surprised. Other than that, this looks like a super fun event and different enough day-to-day and from other events to be interesting all month through. Congrats on solid game design!
I so hope it means you can just 'draw' out a patch and your champs will do their thing until completion. That would be awesome!