It’s unfortunate they do this after many people decided to buy Quick Silver for this synergy alone. Poor testing on their part, poor planning, and poor communication. This should serve a reason why people should not buy the early access bundles, at the same time Kabam plays on the “FOMO” psychology. It’s conflicting to see this personally.
i think this is both unfair to kabam, and dismissive of the fact the cavs had galan/qs in them. there’s plenty to still complain about, namely the input issues being as bad as ever, but anyone who saw the synergy knew it’d be changed. i just think the change was an overcorrection and i wanted to say that before they set this in stone.
If she had been released with a cap of three prowess, few would have complained. If you crit with three prowess, she’ll do big damage, just nothing nutty.
Question for Kabam: How will her cap work with nodes like this?
We have kept an eye on the Scarlet Witch situation and have decided on our actions moving forward. We want to keep her hitting hard, but add an upper limit to the potential damage. As such, we will be capping the Prowess Buffs to 3.
We'll be looking to get this change out in the next couple of days.
If anyone thought Kabam had learned from previous situations by checking and testing BEFORE releasing some new champion/synergy/content, we now have the answer : NO, NOT AT ALL, WHY TESTING WHEN WE CAN GET OUR CUSTOMER MORE FRUSTRATED BY OUR DECISIONS...
I very much enjoy the synergy and for many practical bits of content, it’s not a team I’d bring in.. I think the nerf is an over correction, and I know some bought QS bundles for the synergy. I for one, enjoy playing switch way more than QS.
What about everyone who forked over 50-100$ to have what they -purchased changed overnight?
And on the topic of change, can someone more IT literate explain how kabamm can easily make this change in code seemingly overnight but some,e other weird bugs and interactions take months/years to fix…. Looking at you moleman, fury bug, kingpin bug, etc..
If she had been released with a cap of three prowess, few would have complained. If you crit with three prowess, she’ll do big damage, just nothing nutty.
Question for Kabam: How will her cap work with nodes like this?
Typically with nodes that grant a limited number of buffs to the attacker, the game can differentiate between personal and node-granted buffs such that they don’t cross streams. Can’t guarantee that, but it’s what I’d imagine will happen.
Also, 3 prowesses is a 300% attack boost, yeah? SW could already hit really hard with good RNG, so an additional 300% on top of that is still wildly impressive and she’ll be hitting harder than most 6* r4 champs. I think that’s plenty fair.
We have kept an eye on the Scarlet Witch situation and have decided on our actions moving forward. We want to keep her hitting hard, but add an upper limit to the potential damage. As such, we will be capping the Prowess Buffs to 3.
We'll be looking to get this change out in the next couple of days.
Can you provide any insight into why, if this was a problem, you guys let it go out live like this? There are many comments in here (and countless throughout the forums) talking about the perceived lack of testing/competence and it might be helpful to provide us with some insight into why broken things that players seem to be able to identify immediately (sometimes without even playing but just reading info on it) keep making it into the live game. I do not mean this disrespectfully but these are things that constantly get brought up and an official comment addressing it would be nice.
In 5 minutes of content being live, the community has put in infinite times more playtime than our entire team (including folks that don't even work on games, but let's add them for fun) could do in hundreds of hours. This is not exclusive to our game, and is common in games that are 10x times our size. We will never be able to catch everything. It's not humanly possible with the sheer breadth of the game as is, and how many different points every piece of content touches.
Even the Creators that were testing out Quicksilver didn't catch this. There will always be cases where things slip by, and we can try to mitigate those the best we can, but can't ever promise that they will never happen.
It’s unfortunate they do this after many people decided to buy Quick Silver for this synergy alone. Poor testing on their part, poor planning, and poor communication. This should serve a reason why people should not buy the early access bundles, at the same time Kabam plays on the “FOMO” psychology. It’s conflicting to see this personally.
ya.....pretty sure 0 people bought those crystals for the synergy, most people probably didn't even know it existed
/facts. People usually buy those bundles hoping for the 6* feature champ. Synergies are an afterthought.
That’s understood but also, it’s not some strange interaction that wasn’t known to happen… it was literally written into how it’s performing. Did no one even play with switch on the kabamm team? I know it’s a complex game but it’s not like this was an unintended effect…
Which I again repeat, is awesome and should stay as is.
We have kept an eye on the Scarlet Witch situation and have decided on our actions moving forward. We want to keep her hitting hard, but add an upper limit to the potential damage. As such, we will be capping the Prowess Buffs to 3.
We'll be looking to get this change out in the next couple of days.
Can you provide any insight into why, if this was a problem, you guys let it go out live like this? There are many comments in here (and countless throughout the forums) talking about the perceived lack of testing/competence and it might be helpful to provide us with some insight into why broken things that players seem to be able to identify immediately (sometimes without even playing but just reading info on it) keep making it into the live game. I do not mean this disrespectfully but these are things that constantly get brought up and an official comment addressing it would be nice.
In 5 minutes of content being live, the community has put in infinite times more playtime than our entire team (including folks that don't even work on games, but let's add them for fun) could do in hundreds of hours. This is not exclusive to our game, and is common in games that are 10x times our size. We will never be able to catch everything. It's not humanly possible with the sheer breadth of the game as is, and how many different points every piece of content touches.
Even the Creators that were testing out Quicksilver didn't catch this. There will always be cases where things slip by, and we can try to mitigate those the best we can, but can't ever promise that they will never happen.
We have kept an eye on the Scarlet Witch situation and have decided on our actions moving forward. We want to keep her hitting hard, but add an upper limit to the potential damage. As such, we will be capping the Prowess Buffs to 3.
We'll be looking to get this change out in the next couple of days.
Can you provide any insight into why, if this was a problem, you guys let it go out live like this? There are many comments in here (and countless throughout the forums) talking about the perceived lack of testing/competence and it might be helpful to provide us with some insight into why broken things that players seem to be able to identify immediately (sometimes without even playing but just reading info on it) keep making it into the live game. I do not mean this disrespectfully but these are things that constantly get brought up and an official comment addressing it would be nice.
In 5 minutes of content being live, the community has put in infinite times more playtime than our entire team (including folks that don't even work on games, but let's add them for fun) could do in hundreds of hours. This is not exclusive to our game, and is common in games that are 10x times our size. We will never be able to catch everything. It's not humanly possible with the sheer breadth of the game as is, and how many different points every piece of content touches.
Even the Creators that were testing out Quicksilver didn't catch this. There will always be cases where things slip by, and we can try to mitigate those the best we can, but can't ever promise that they will never happen.
I believe it — anyone who saw my RoL run with the synergy wouldn’t have been afraid to let it out the door. It didn’t proc nearly enough to freak me out, because it took the same amount of time or more as any other strong kit when it doesn’t proc. Again, I was using a four-star and saw some big numbers, and I need to run a Star-Lord check for comparison, but honestly, we were supposed to use four-stars in RoL and I just didn’t see anything that made me not say, “Yeah, it hits hard. But so does Star-Lord”
We have kept an eye on the Scarlet Witch situation and have decided on our actions moving forward. We want to keep her hitting hard, but add an upper limit to the potential damage. As such, we will be capping the Prowess Buffs to 3.
We'll be looking to get this change out in the next couple of days.
Can you provide any insight into why, if this was a problem, you guys let it go out live like this? There are many comments in here (and countless throughout the forums) talking about the perceived lack of testing/competence and it might be helpful to provide us with some insight into why broken things that players seem to be able to identify immediately (sometimes without even playing but just reading info on it) keep making it into the live game. I do not mean this disrespectfully but these are things that constantly get brought up and an official comment addressing it would be nice.
In 5 minutes of content being live, the community has put in infinite times more playtime than our entire team (including folks that don't even work on games, but let's add them for fun) could do in hundreds of hours. This is not exclusive to our game, and is common in games that are 10x times our size. We will never be able to catch everything. It's not humanly possible with the sheer breadth of the game as is, and how many different points every piece of content touches.
Even the Creators that were testing out Quicksilver didn't catch this. There will always be cases where things slip by, and we can try to mitigate those the best we can, but can't ever promise that they will never happen.
If this were a new champion with issues, this comment would make more sense, but Scarlet Witch was a known power problem which is why she got adjusted in the 12.0 debacle. She was kept from being a 5* for years due to the worry over her being potentially too powerful (potentially since she is RNG based). To create a synergy like this and not test it properly before a purchase realize was woefully shortsighted. As someone who made the purchase of the Quicksilver bundle with this synergy in mind only to have it dramatically reduced hours after the sale ends, I am incredibly disappointed. I don't normally cry "compensation" but if anything warrants it, this does.
We have kept an eye on the Scarlet Witch situation and have decided on our actions moving forward. We want to keep her hitting hard, but add an upper limit to the potential damage. As such, we will be capping the Prowess Buffs to 3.
We'll be looking to get this change out in the next couple of days.
Can you provide any insight into why, if this was a problem, you guys let it go out live like this? There are many comments in here (and countless throughout the forums) talking about the perceived lack of testing/competence and it might be helpful to provide us with some insight into why broken things that players seem to be able to identify immediately (sometimes without even playing but just reading info on it) keep making it into the live game. I do not mean this disrespectfully but these are things that constantly get brought up and an official comment addressing it would be nice.
In 5 minutes of content being live, the community has put in infinite times more playtime than our entire team (including folks that don't even work on games, but let's add them for fun) could do in hundreds of hours. This is not exclusive to our game, and is common in games that are 10x times our size. We will never be able to catch everything. It's not humanly possible with the sheer breadth of the game as is, and how many different points every piece of content touches.
Even the Creators that were testing out Quicksilver didn't catch this. There will always be cases where things slip by, and we can try to mitigate those the best we can, but can't ever promise that they will never happen.
When I’m reading the syngere I’m knew from the get get go it be insane powerful but again u guys should know it to
Within the coming days, we will be making an update to Quicksilver's "Dear Sister" Synergy Bonus with Scarlet Witch (Classic) and adding a Cap of 3 Prowess Buffs.
This change will keep her hitting hard, but puts a ceiling on the Damage that Scarlet Witch is able to do.
This is very disappointing. I agree with those saying that capping prowess at 3 is too drastic. Perhaps 5? Part of the reason I bought the Quicksilver bundles was to get this synergy, and now you're taking away the value of my purchase.
Right or wrong, I saw the synergy as guaranteed value and anything from the crystals as a bonus. This was the first early access I’ve bought since CGR.
I just thought surely they spent at least a few minutes testing that synergy and were good with it. I should have known better…my mistake.
We have kept an eye on the Scarlet Witch situation and have decided on our actions moving forward. We want to keep her hitting hard, but add an upper limit to the potential damage. As such, we will be capping the Prowess Buffs to 3.
We'll be looking to get this change out in the next couple of days.
Can you provide any insight into why, if this was a problem, you guys let it go out live like this? There are many comments in here (and countless throughout the forums) talking about the perceived lack of testing/competence and it might be helpful to provide us with some insight into why broken things that players seem to be able to identify immediately (sometimes without even playing but just reading info on it) keep making it into the live game. I do not mean this disrespectfully but these are things that constantly get brought up and an official comment addressing it would be nice.
In 5 minutes of content being live, the community has put in infinite times more playtime than our entire team (including folks that don't even work on games, but let's add them for fun) could do in hundreds of hours. This is not exclusive to our game, and is common in games that are 10x times our size. We will never be able to catch everything. It's not humanly possible with the sheer breadth of the game as is, and how many different points every piece of content touches.
Even the Creators that were testing out Quicksilver didn't catch this. There will always be cases where things slip by, and we can try to mitigate those the best we can, but can't ever promise that they will never happen.
I'm fairly certain richtheman caught it considering he posted a RoL speed run that he did on the content creator beta.
I understand with most things as to why it makes sense you wouldn't see it, but considering most of us saw how powerful that synergy was in writing means that something is not right. Ever since the deep dive I was dying to test how powerful this synergy would be because I knew combined with her fury buffs, that sp2 would destroy.
A suggestion could be to have a beta where people can test out the synergies of the new champs, but have them unable to access the champion itself. This way the content creators can focus on the champion while you get community playtesting how powerful the synergies are.
We have kept an eye on the Scarlet Witch situation and have decided on our actions moving forward. We want to keep her hitting hard, but add an upper limit to the potential damage. As such, we will be capping the Prowess Buffs to 3.
We'll be looking to get this change out in the next couple of days.
Can you provide any insight into why, if this was a problem, you guys let it go out live like this? There are many comments in here (and countless throughout the forums) talking about the perceived lack of testing/competence and it might be helpful to provide us with some insight into why broken things that players seem to be able to identify immediately (sometimes without even playing but just reading info on it) keep making it into the live game. I do not mean this disrespectfully but these are things that constantly get brought up and an official comment addressing it would be nice.
In 5 minutes of content being live, the community has put in infinite times more playtime than our entire team (including folks that don't even work on games, but let's add them for fun) could do in hundreds of hours. This is not exclusive to our game, and is common in games that are 10x times our size. We will never be able to catch everything. It's not humanly possible with the sheer breadth of the game as is, and how many different points every piece of content touches.
Even the Creators that were testing out Quicksilver didn't catch this. There will always be cases where things slip by, and we can try to mitigate those the best we can, but can't ever promise that they will never happen.
If this were accurate then why did so many CCP members have videos scheduled for release at 10am PST yesterday showcasing the synergy and the crazy damage from it? Did they do all these videos and not feedback to the game devs?
I think the failure here is one of testing the most basic aspect of a synergy between two champs. The justification provided for failing to catch it doesn’t wash - there were no complex synergy teams required. And it was clearly caught by CCP members who released those videos as soon as they champ was no longer under embargo.
still dont understand why everyone came here to complain about a champ being too good, its not like its an annoying defender.. cause she s one of the easiest. But hey lets go after kabam for making something that will help us too much!!
Just a hypothetical, do you think that it's possible for a champion to be too good? If you could take it to an extreme, then is there any ability or damage level a champion could have that is too good?
Nope, if its helping me clear content, i wont ever complain
You realize having champs that are too good leads to content designed that only they can clear and reduces the rest of the champs in the game to being effectively useless right?
Now thats a fair point, the only valid ive seen so far tbh.
cause "too easy its not fun" was sad to read
usually nerfing makes me sad, look how they massacred my boy Strange after 12.0 for being "too op", now he absolutely sucks and 80% of the champs released after that were much "more op", it just doesnt make sense to me..
I wish they reverted SW, DS and Thor back to 12.0 but they wont ever do that.. and now at least SW gets something good and yall run to complain -___-
I think part of the issue here that some people are missing, is that this isn't people snitching or anything like that. This is coming from a community who has seen a lot of items withing the past year or two where there have been characters or buffs released that were too good to be true and didn't get addressed until a good amount of time had passed. These are people that are wanting to make sure something that sounds too good to be true is exactly as stated and not just a mishap. It'd be better for the community to ask about it sooner rather than wait and get riled up because it was missed or slipped under the rug
Man, I don’t know — I think some of you guys are being way too hard on Kabam. I am doing a Star-Lord run right now and honestly, I think some people — not all — are overreacting to the fights where the procs happen and it goes quick.
I understand that’s relevant. I am not being dense. I get it. SWitch is nuking some fights, and I get it.
But people aren’t talking enough about what it looks like when the kit doesn’t proc, and I am telling you all when that happens, it’s not all that different from Star-Lord and if you saw enough fights like I am seeing, it doesn’t feel that different.
Again: I recognize the fight that SWitch nukes are there and they have to be accounted for in the testing.
But it baffles me how more people aren’t being honest about what these fights look like when the kit isn’t proccing
We have kept an eye on the Scarlet Witch situation and have decided on our actions moving forward. We want to keep her hitting hard, but add an upper limit to the potential damage. As such, we will be capping the Prowess Buffs to 3.
We'll be looking to get this change out in the next couple of days.
Can you provide any insight into why, if this was a problem, you guys let it go out live like this? There are many comments in here (and countless throughout the forums) talking about the perceived lack of testing/competence and it might be helpful to provide us with some insight into why broken things that players seem to be able to identify immediately (sometimes without even playing but just reading info on it) keep making it into the live game. I do not mean this disrespectfully but these are things that constantly get brought up and an official comment addressing it would be nice.
In 5 minutes of content being live, the community has put in infinite times more playtime than our entire team (including folks that don't even work on games, but let's add them for fun) could do in hundreds of hours. This is not exclusive to our game, and is common in games that are 10x times our size. We will never be able to catch everything. It's not humanly possible with the sheer breadth of the game as is, and how many different points every piece of content touches.
Even the Creators that were testing out Quicksilver didn't catch this. There will always be cases where things slip by, and we can try to mitigate those the best we can, but can't ever promise that they will never happen.
@Kabam Miike im calling you out on this lie regarding the creators not telling you. If they aren’t you have very poor communication between them and you. As it’s on a video from 2 weeks ago by Seatin who is in the creator program stating there was gonna be massive damage from her
still dont understand why everyone came here to complain about a champ being too good, its not like its an annoying defender.. cause she s one of the easiest. But hey lets go after kabam for making something that will help us too much!!
Just a hypothetical, do you think that it's possible for a champion to be too good? If you could take it to an extreme, then is there any ability or damage level a champion could have that is too good?
Nope, if its helping me clear content, i wont ever complain
That’s a horrible mindset to have. If there was a champion in the game that could just roll through content in half a second, it wouldn’t be fun. I know you’re saying you wouldn’t complain, but I guarantee you that you wouldn’t enjoy it
*Hercules has entered the chat
lol maybe not in 1/2 a second but he's pretty OP. i don't think the guy meant extremes like 1/2 a second clears ... but this "nerf" or whatever it is now didn't need it. there are champs in the game that do insane damage in the right scenarios and that's fine.
i think Kabam is yet again overreacting to a small percentage of the base. and honestly again they took the easy way out and decided to change it when it just didnt need any changing. we might as well look at all the huge damage dealers now??
I think part of the issue here that some people are missing, is that this isn't people switching or anything like that. This is coming from a community who has seen a lot of items withing the past year or two where there have been characters or buffs released that were too good to be true and didn't get addressed until a good amount of time had passed. These are people that are wanting to make sure something that sounds too good to be true is exactly as stated and not just a mishap. It'd be better for the community to ask about it sooner rather than wait and get riled up because it was missed or slipped under the rug
This. I'm honestly shocked that people bought a product (in this case, chances at champs in a mobile game) specifically because they saw a synergy that made a separate champion do clearly ridiculous damage immediately on release. Why is it bad for people to have asked Kabam about a new feature in such a complex game that seems like an anomaly?
Also, to all those people that are complaining that Kabam changing the synergy is the same thing as another company taking back a real-world product to replace it with something else....... really? Other than the oversimplification of most of these analogies, they also confuse value, intention, implementation, and another of other important concepts.
What I am saying is this: Capping the Prowess at 3 is fine. I get it. I understand it. It’s not wrong, because yes, the fights where uncapped SWitch is nuking fights did and would happen. I am not ignoring reality.
I just keep running fights and see that there are clearly two sides to it — it just doesn’t proc all the time, or consistently. It just doesn’t.
I'm sorry but you guys need to test your synergies before bringing them in-game. There are people bought QS bundle for this synergy, me included and you guys decide to nerf the synergy to the ground. How can community trust Kabam when you guys do like that?
This synergy wouldn't impact the game at all. Beroman already showed this synergy won't benefit you in Abyss or Labyrinth( damage cap ) ,AW(cause it's rng dependent and you want to reduce rng as much as possible in aw if you are competitive) and Battlegrounds.
Everyone has their thoughts but to me it's way unethical and unprofessional watching people buy the bundle until the last minute and after it expires, nerfing the synergy.
If she had been released with a cap of three prowess, few would have complained. If you crit with three prowess, she’ll do big damage, just nothing nutty.
Question for Kabam: How will her cap work with nodes like this?
With those being passive from the node it shouldn’t count towards the cap of 3, key word being SHOULDNT.
We have kept an eye on the Scarlet Witch situation and have decided on our actions moving forward. We want to keep her hitting hard, but add an upper limit to the potential damage. As such, we will be capping the Prowess Buffs to 3.
We'll be looking to get this change out in the next couple of days.
Can you provide any insight into why, if this was a problem, you guys let it go out live like this? There are many comments in here (and countless throughout the forums) talking about the perceived lack of testing/competence and it might be helpful to provide us with some insight into why broken things that players seem to be able to identify immediately (sometimes without even playing but just reading info on it) keep making it into the live game. I do not mean this disrespectfully but these are things that constantly get brought up and an official comment addressing it would be nice.
In 5 minutes of content being live, the community has put in infinite times more playtime than our entire team (including folks that don't even work on games, but let's add them for fun) could do in hundreds of hours. This is not exclusive to our game, and is common in games that are 10x times our size. We will never be able to catch everything. It's not humanly possible with the sheer breadth of the game as is, and how many different points every piece of content touches.
Even the Creators that were testing out Quicksilver didn't catch this. There will always be cases where things slip by, and we can try to mitigate those the best we can, but can't ever promise that they will never happen.
Mike we have got to be more direct here so I will try to ask in no uncertain terms “About how much testing was put into this synergy before release? Was NONE of the footage that was released exactly when the embargo was lifted not made available to the team?”
While I can understand that complex interactions can be hard to test (namor’s infinite damage loop with one eye open being a good example of how the community can be needed to sniff out interactions) this has to be one of the simplest synergies to evaluate ever. It quite literally would have required one person to mess around for all of 10 minutes to squeak out one of these numbers and realize something may need to be retuned. EIGHT people in my alliance, myself included, found this out within the first hour of the bundle’s release. EIGHT.
When infinitely simple synergies like this go over everyone’s head before release it starts to sound more like the team has taken to not testing the new tools at all since the community release will produce more efficient testing than what can be done beforehand. Its time to be honest about just how much time and how many eyes look at these champions before release- ESPECIALLY if they are going to be sold point blank in pre release bundles.
I want to be extremely clear with my next statement: If you don't have the tools to properly test your items before release then drastically undercut them AFTER ALLOWING THEM TO BE SOLD that is par for the course for bait and switch marketing. While this synergy needed a down-tuning the people who spend money on champions aren’t supposed to be guinea pigs for laze on the part of the developers
It’s unfortunate they do this after many people decided to buy Quick Silver for this synergy alone. Poor testing on their part, poor planning, and poor communication. This should serve a reason why people should not buy the early access bundles, at the same time Kabam plays on the “FOMO” psychology. It’s conflicting to see this personally.
ya.....pretty sure 0 people bought those crystals for the synergy, most people probably didn't even know it existed
/facts. People usually buy those bundles hoping for the 6* feature champ. Synergies are an afterthought.
ya to even pretend that ANYONE bought the 6* QS bundle for that synergy is at best laughable, especially considering that even the 4* QS has it, who you get for doing a few arena rounds
It’s unfortunate they do this after many people decided to buy Quick Silver for this synergy alone. Poor testing on their part, poor planning, and poor communication. This should serve a reason why people should not buy the early access bundles, at the same time Kabam plays on the “FOMO” psychology. It’s conflicting to see this personally.
ya.....pretty sure 0 people bought those crystals for the synergy, most people probably didn't even know it existed
/facts. People usually buy those bundles hoping for the 6* feature champ. Synergies are an afterthought.
ya to even pretend that ANYONE bought the 6* QS bundle for that synergy is at best laughable, especially considering that even the 4* QS has it, who you get for doing a few arena rounds
You’re making a false dichotomy. We bought the bundles for EVERYTHING in the bundle. That includes quicksilver, quicksilver’s synergies and a chance at getting his 6 star version earlier than normal. Nothing more and certainly nothing less. If you think no one was thinking of the potential of this synergy when purchasing you’re in a massive state of dishonesty with yourself. While anecdotal I know of at least one person who was more interested in testing witch out than anything relating to quicksilver but that’s beside the point.
In fact, kabam has already shown thinking consistent with this point when the gifting badge debacle went down. Even if you thought that the gifting badeg was “a bonus” to the unit package kabam acknowledged that every part of a bundle contributes to its valuation upon being sold when they compensated those who has bought it after its removal. If this badge of all things was determined to be integral to the bundles valuation it is UNDENIABLE that the synergies a champion has is every bit as important to the bundles price. If any part of the bundle is revoked, downtuned or removed (especially because of poor testing on the dev end) it is only fair that the value be fairly recouped in whatever form that takes
Man, some of y’all are absolutely losing your minds — I am honestly asking who bought Quicksilver, and has tested this synergy, yet doesn’t see how RNG dependent it truly is and that it’s great when you get it, but not great when you don’t?
I am gonna show two fights here, for those saying Kabam needed to do more:
One is a 5/50 SWitch fight, the other is a 3/45 Star-Lord fight, against the same opponent, RoL Juggernaut. A 5/50 is basically the same as a 3/45, as we all know.
I mean….for real. Come on, now. If you’re testing that and you see this, you aren’t losing your mind about releasing this synergy into the wild, especially when it’s not an outlier — again, I am not saying SWitch doesn’t nuke SOME fights. But some fights, it’s just not there!
It’s just not!
I wouldn’t have been scared to release that synergy into the wild — I am playing it! It’s good when it’s good, and when it’s not, it’s not special. It’s just not
And to be totally clear, my Star-Lord isn’t even a Rank 200 — it’s only Sig 65, at 3/45, because the kit eluded me for YEARS. The more I look at this, I wish Kabam had waited a few months to see what the data says.
Maybe it would’ve gotten changed, still. But I don’t know that it would’ve procced enough
Comments
Question for Kabam: How will her cap work with nodes like this?
What about everyone who forked over 50-100$ to have what they -purchased changed overnight?
And on the topic of change, can someone more IT literate explain how kabamm can easily make this change in code seemingly overnight but some,e other weird bugs and interactions take months/years to fix…. Looking at you moleman, fury bug, kingpin bug, etc..
Also, 3 prowesses is a 300% attack boost, yeah? SW could already hit really hard with good RNG, so an additional 300% on top of that is still wildly impressive and she’ll be hitting harder than most 6* r4 champs. I think that’s plenty fair.
Even the Creators that were testing out Quicksilver didn't catch this. There will always be cases where things slip by, and we can try to mitigate those the best we can, but can't ever promise that they will never happen.
People usually buy those bundles hoping for the 6* feature champ. Synergies are an afterthought.
Which I again repeat, is awesome and should stay as is.
(https://forums.playcontestofchampions.com/en/discussion/312003/upcoming-change-to-quicksilvers-dear-sister-synergy):
Within the coming days, we will be making an update to Quicksilver's "Dear Sister" Synergy Bonus with Scarlet Witch (Classic) and adding a Cap of 3 Prowess Buffs.
This change will keep her hitting hard, but puts a ceiling on the Damage that Scarlet Witch is able to do.
This is very disappointing. I agree with those saying that capping prowess at 3 is too drastic. Perhaps 5? Part of the reason I bought the Quicksilver bundles was to get this synergy, and now you're taking away the value of my purchase.
I just thought surely they spent at least a few minutes testing that synergy and were good with it. I should have known better…my mistake.
I understand with most things as to why it makes sense you wouldn't see it, but considering most of us saw how powerful that synergy was in writing means that something is not right. Ever since the deep dive I was dying to test how powerful this synergy would be because I knew combined with her fury buffs, that sp2 would destroy.
A suggestion could be to have a beta where people can test out the synergies of the new champs, but have them unable to access the champion itself. This way the content creators can focus on the champion while you get community playtesting how powerful the synergies are.
If this were accurate then why did so many CCP members have videos scheduled for release at 10am PST yesterday showcasing the synergy and the crazy damage from it? Did they do all these videos and not feedback to the game devs?
I think the failure here is one of testing the most basic aspect of a synergy between two champs. The justification provided for failing to catch it doesn’t wash - there were no complex synergy teams required. And it was clearly caught by CCP members who released those videos as soon as they champ was no longer under embargo.
cause "too easy its not fun" was sad to read
usually nerfing makes me sad, look how they massacred my boy Strange after 12.0 for being "too op", now he absolutely sucks and 80% of the champs released after that were much "more op", it just doesnt make sense to me..
I wish they reverted SW, DS and Thor back to 12.0 but they wont ever do that.. and now at least SW gets something good and yall run to complain -___-
I understand that’s relevant. I am not being dense. I get it. SWitch is nuking some fights, and I get it.
But people aren’t talking enough about what it looks like when the kit doesn’t proc, and I am telling you all when that happens, it’s not all that different from Star-Lord and if you saw enough fights like I am seeing, it doesn’t feel that different.
Again: I recognize the fight that SWitch nukes are there and they have to be accounted for in the testing.
But it baffles me how more people aren’t being honest about what these fights look like when the kit isn’t proccing
lol maybe not in 1/2 a second but he's pretty OP. i don't think the guy meant extremes like 1/2 a second clears ... but this "nerf" or whatever it is now didn't need it. there are champs in the game that do insane damage in the right scenarios and that's fine.
i think Kabam is yet again overreacting to a small percentage of the base. and honestly again they took the easy way out and decided to change it when it just didnt need any changing. we might as well look at all the huge damage dealers now??
Also, to all those people that are complaining that Kabam changing the synergy is the same thing as another company taking back a real-world product to replace it with something else....... really? Other than the oversimplification of most of these analogies, they also confuse value, intention, implementation, and another of other important concepts.
I just keep running fights and see that there are clearly two sides to it — it just doesn’t proc all the time, or consistently. It just doesn’t.
This synergy wouldn't impact the game at all. Beroman already showed this synergy won't benefit you in Abyss or Labyrinth( damage cap ) ,AW(cause it's rng dependent and you want to reduce rng as much as possible in aw if you are competitive) and Battlegrounds.
Everyone has their thoughts but to me it's way unethical and unprofessional watching people buy the bundle until the last minute and after it expires, nerfing the synergy.
While I can understand that complex interactions can be hard to test (namor’s infinite damage loop with one eye open being a good example of how the community can be needed to sniff out interactions) this has to be one of the simplest synergies to evaluate ever. It quite literally would have required one person to mess around for all of 10 minutes to squeak out one of these numbers and realize something may need to be retuned. EIGHT people in my alliance, myself included, found this out within the first hour of the bundle’s release. EIGHT.
When infinitely simple synergies like this go over everyone’s head before release it starts to sound more like the team has taken to not testing the new tools at all since the community release will produce more efficient testing than what can be done beforehand. Its time to be honest about just how much time and how many eyes look at these champions before release- ESPECIALLY if they are going to be sold point blank in pre release bundles.
I want to be extremely clear with my next statement: If you don't have the tools to properly test your items before release then drastically undercut them AFTER ALLOWING THEM TO BE SOLD that is par for the course for bait and switch marketing. While this synergy needed a down-tuning the people who spend money on champions aren’t supposed to be guinea pigs for laze on the part of the developers
In fact, kabam has already shown thinking consistent with this point when the gifting badge debacle went down. Even if you thought that the gifting badeg was “a bonus” to the unit package kabam acknowledged that every part of a bundle contributes to its valuation upon being sold when they compensated those who has bought it after its removal. If this badge of all things was determined to be integral to the bundles valuation it is UNDENIABLE that the synergies a champion has is every bit as important to the bundles price. If any part of the bundle is revoked, downtuned or removed (especially because of poor testing on the dev end) it is only fair that the value be fairly recouped in whatever form that takes
I am gonna show two fights here, for those saying Kabam needed to do more:
One is a 5/50 SWitch fight, the other is a 3/45 Star-Lord fight, against the same opponent, RoL Juggernaut. A 5/50 is basically the same as a 3/45, as we all know.
I mean….for real. Come on, now. If you’re testing that and you see this, you aren’t losing your mind about releasing this synergy into the wild, especially when it’s not an outlier — again, I am not saying SWitch doesn’t nuke SOME fights. But some fights, it’s just not there!
It’s just not!
I wouldn’t have been scared to release that synergy into the wild — I am playing it! It’s good when it’s good, and when it’s not, it’s not special. It’s just not
Maybe it would’ve gotten changed, still. But I don’t know that it would’ve procced enough