I was doing some SQs and just decided to droo them for a couple of days, it is becoming too annoying to fight Protection nodes, you guys put them everywhere, that node and the Unblockable and Unstoppable ones are too common, you have a lot of nodes, and would be awesome if you put some variety on those you use on EQ or SQ, and if you dont want to, just add more time in the timers, 15 seconds is not enough with the actual AI problems, as soon as you turn down the protection, AI just stays back till they have it again, this is not fun.
I prefer harder nodes that are fun at least to play, putting protection or unblock/unstopp everywhere is not fun at all.
I don't know about variety in the content nodes, but there sure is a lot of variety in the nodes that players complain about being overused. Unblockable, unstoppable, protection, glance, falter, indestructible, mesmerize, power gain - the number of nodes that players complain about being on the short list of content nodes is a rather ironically long list.
Personally, I'm fine with the protection nodes as a) they don't make the fight radically harder but b) do add a skill component to the fight. When a fight challenges the skill of the player, there's fundamentally two things it can do: it can punish the player for failing the skill check by making the fight longer, or it can punish the player for failing the skill check by killing them. It can increase the damage the player takes, or decrease the damage the computer takes. Everything else is mechanical dress up for those two ultimate effects. Protection is the softer of the two: it punishes the player by making the fight take longer, offering the player more chances to actually pass the check and speed up the fight. The alternative offers fewer chances to recover.
Yes, no one likes fights to get drawn out. But they like dying less.
Protection requires not skill at all, knocking down a champ is easy, doing an intercept is aswell, just makes the fight longer for no reason.
If it doesn't require any skill, then why aren't you doing it and making the fights shorter?
I just said that it just takes longer, I dont understand the "making the fights shorter"
That would be the skill part.
The fight is immediately longer just because the protection, its not about skill, it just is.
The fight can be made shorter with skillful play.
But tell you what, I will be more than happy to continue to play the game with the "immediately longer" fights due to nodes, and you can try to figure out a way to have Kabam hand you +800% health fights that don't have them. Because that's where the game was going before they started using these boring repetitive nodes that aren't skillful except for the part where skill defuses them. Massively multiplayer games are not supposed to have different rules for different players, but in this case I would be happy to make an exception, and endorse a fork of the game into the original prerelease 7.1 beta version of reality and the current one, and let people choose their own adventure.
I was doing some SQs and just decided to droo them for a couple of days, it is becoming too annoying to fight Protection nodes, you guys put them everywhere, that node and the Unblockable and Unstoppable ones are too common, you have a lot of nodes, and would be awesome if you put some variety on those you use on EQ or SQ, and if you dont want to, just add more time in the timers, 15 seconds is not enough with the actual AI problems, as soon as you turn down the protection, AI just stays back till they have it again, this is not fun.
I prefer harder nodes that are fun at least to play, putting protection or unblock/unstopp everywhere is not fun at all.
I don't know about variety in the content nodes, but there sure is a lot of variety in the nodes that players complain about being overused. Unblockable, unstoppable, protection, glance, falter, indestructible, mesmerize, power gain - the number of nodes that players complain about being on the short list of content nodes is a rather ironically long list.
Personally, I'm fine with the protection nodes as a) they don't make the fight radically harder but b) do add a skill component to the fight. When a fight challenges the skill of the player, there's fundamentally two things it can do: it can punish the player for failing the skill check by making the fight longer, or it can punish the player for failing the skill check by killing them. It can increase the damage the player takes, or decrease the damage the computer takes. Everything else is mechanical dress up for those two ultimate effects. Protection is the softer of the two: it punishes the player by making the fight take longer, offering the player more chances to actually pass the check and speed up the fight. The alternative offers fewer chances to recover.
Yes, no one likes fights to get drawn out. But they like dying less.
Protection requires not skill at all, knocking down a champ is easy, doing an intercept is aswell, just makes the fight longer for no reason.
If it doesn't require any skill, then why aren't you doing it and making the fights shorter?
I just said that it just takes longer, I dont understand the "making the fights shorter"
That would be the skill part.
I agree with what most of the others have been saying but not this. Longer fights does not equate to more skill needed. Just bores players more. That's like saying RoL is harder than Act 7 and 8 where I can blitz the fights in seconds with herc.
I agree on this, especially the protection node on Moondragon where you have intercept her to disable it. I'd get like 5 hits until she throws her SP1 and the protection is back on.
Just did a run on this month's side quest and considering this thread, is it possible we are seeing more "protection" nodes as a way to discourage what is referred to as over usse of autoplay. I may be mistaken, but when we first had discussions about the revive farming issues something about autofighting being overused came up.
(Apologies if the thread is too old to post in - last replay was May 5th - however I did not think the protection vs autofighting perspective warrented it's own devoted thread)
Just did a run on this month's side quest and considering this thread, is it possible we are seeing more "protection" nodes as a way to discourage what is referred to as over usse of autoplay. I may be mistaken, but when we first had discussions about the revive farming issues something about autofighting being overused came up.
(Apologies if the thread is too old to post in - last replay was May 5th - however I did not think the protection vs autofighting perspective warrented it's own devoted thread)
I think that's nice for the lower Threats, but I dont think any combination could autoplay Threats 4 or 5, It's doable and it's easy to deal with it, but it becomes too repetitive and boring to deal with it.
Just watched some nodes on Act 6 and man, I think I didnt see a good bunch of those for a while in Events, and those aren't the hardest ones but are more specific or more interactive.
I played level 3-5 and honestly it's just the standard artificial difficulty where they just go, eh leave the fight the same and just add some numbers to health. Not more difficult, certainly more boring. Did level 5 on my alt with 5*s and it was a drag.
It's cool you people agree with you. I made the same statement in my post about how boring, draggy and repetitive it gets and 50% of the people disagree lol
Just wanted to play some SQ of the 2th week and I just dropped it, dude, Kabam, again? Really?
ANOTHER Protection node? REALLY?
This is just too much, between all the bugs all around the game and this, Is just not fun anymore.
Inputs are still a big issue. Constant lag in-game. AI behaviour and recovery times are bugged. BGs became a bug itself already. Recently added 7* Event points bugged. And this obsession with this kind of nodes.
All this plus the fact that we are still waiting for a compensation for all this issues is reason enough to drop the game, seriously, feels bad man, is nice to have Kabam Jax around giving is some info, but words mean nothing when actions arent taken.
Comments
But tell you what, I will be more than happy to continue to play the game with the "immediately longer" fights due to nodes, and you can try to figure out a way to have Kabam hand you +800% health fights that don't have them. Because that's where the game was going before they started using these boring repetitive nodes that aren't skillful except for the part where skill defuses them. Massively multiplayer games are not supposed to have different rules for different players, but in this case I would be happy to make an exception, and endorse a fork of the game into the original prerelease 7.1 beta version of reality and the current one, and let people choose their own adventure.
still not as bad as that one side quest void
It needs to be thrown out the same way Kabam threw out buffs for Nova, Ronin & Psychoman
(Apologies if the thread is too old to post in - last replay was May 5th - however I did not think the protection vs autofighting perspective warrented it's own devoted thread)
Just watched some nodes on Act 6 and man, I think I didnt see a good bunch of those for a while in Events, and those aren't the hardest ones but are more specific or more interactive.
ANOTHER Protection node? REALLY?
This is just too much, between all the bugs all around the game and this, Is just not fun anymore.
Inputs are still a big issue.
Constant lag in-game.
AI behaviour and recovery times are bugged.
BGs became a bug itself already.
Recently added 7* Event points bugged.
And this obsession with this kind of nodes.
All this plus the fact that we are still waiting for a compensation for all this issues is reason enough to drop the game, seriously, feels bad man, is nice to have Kabam Jax around giving is some info, but words mean nothing when actions arent taken.