I feel like the original post was pretty perfect, I can't really add much. I too am really enjoying Raids though I do have some issues.
I feel like the revive economy isn't quite right. It's really punishing to the reserve member who acts as backup. They're forced to either watch revives expire, or jump in early and risk being needed elsewhere later.
Our champion dying if the time runs out seems unfair, it's been stated before elsewhere but a perfect fight is effectively being rewarded with: "Okay now go use a resource to revive." The revives after the two free ones are insanely expensive. Incursion revives were the most ridiculous and you've somehow surpassed them. Were we not supposed to be able to use other revives? What's happening.
Block pen should be mitigated while we have to block attacks. It's fine to have this build, but if RNG is going to give us a prompt over and over where we need to block something then during that prompt we should gain additional block proficiency or armour.
I do enjoy it, feel like it has a lot of potential but it could use some tweak.
the worst part of raids is the cost of revives and having it tied to the performance of your mates. if your mates can't can't clear well enough (or vice versa), some players will be on the line of having to do most of the work.
this is flawed and takes away the agency players have over their stashes. even AQ and AW isn't like this. what can be done about it?
I love it when people write well thought out posts on the good and the bad. I feel the mode has great potential to be fun, but right now it’s just too punishing for me to enjoy it. It should be a challenge, but challenges are rewarding. This is punished for playing well and instant death for 1 mistake.
I know the rewards are nice, but I’m not getting any enjoyment in this first week of raids. 600 units gone in items and not even sure we will explore it in time.
Maestro needs a major knock down. The dog penetrations is crazy and it takes too long to build up the charges. I would suggest changing the node on him all together and there needs to be a better way of getting revives than just 2 per day.
The highlight is definitely the ultron part. I guess he was chosen as final boss due to 7* version of him being a potential reward in the chests.
However you would think his rework has been out long enough that designers who tested this mode with the pool of champions they set realize how his sig ability interacts with some of the energy damage. This reminds me of a statement 'Do the devs even play their own game' which I frequently see in another game...
Typical kabam throwing content out and letting the community deal with the stress of what's wrong with it rather than them test it out before putting it out. I feel like there very understaffed or just lazy with what they do. If I was putting out content I'd want to make sure it was playable for everyone to enjoy not just the best players in the game. A lot of you have pointed out some very good suggestions and I just hope next time kabam will put in the effort to make sure it works properly
. Don't even mention the possibility of him getting stun immunity by the time you push him to 50%, so you will need to immediately quit before he heals 25%+ of his health. .
Will you lose all your charges quitting? Like when you time out or D/C?
It's pretty tough for mid tier or lower alliance to push towards the 7* bosses.. dying as time runs out is excessive.. also having 200unit revive is a bit much.. were not super active alliance and just playing to enjoy.. Raid is not for everyone.. and I accept that.. I tried it with few of the more active players and even against 7* Kang it was annoying.. just timing out because damage should not exceed a threshold lest Kang gets 3 bars of power and game over (many many times) (repeat many times) I had to purchase revive just to get it thru.. I mostly got him down by myself.. and Thanos (heavy or special punish) same die if time runs out or die if damage over certain threshold is very very annoying.. it is probably milking summoners of units and that ain't fun.. I got half tier6 science catalyst.. not what I wanted.. I prefer some Titan shards since I need 800 to get my first Titan Crystal.. my other team got a tier 6 basic catalyst..
. Don't even mention the possibility of him getting stun immunity by the time you push him to 50%, so you will need to immediately quit before he heals 25%+ of his health. .
Will you lose all your charges quitting? Like when you time out or D/C?
Everyone always talks about rewards, honestly I think they're very solid. While I'm not a fan of the RNG, the wins are pretty big wins and the losses are still extremely good rewards. Ranked rewards are substantial and peak milestones for glory are nice.
The losses are still good???? As a valiant player none of the rewards I received were worth the effort.
Everyone always talks about rewards, honestly I think they're very solid. While I'm not a fan of the RNG, the wins are pretty big wins and the losses are still extremely good rewards. Ranked rewards are substantial and peak milestones for glory are nice.
The losses are still good???? As a valiant player none of the rewards I received were worth the effort.
Comments
I too am really enjoying Raids though I do have some issues.
I feel like the revive economy isn't quite right. It's really punishing to the reserve member who acts as backup. They're forced to either watch revives expire, or jump in early and risk being needed elsewhere later.
Our champion dying if the time runs out seems unfair, it's been stated before elsewhere but a perfect fight is effectively being rewarded with: "Okay now go use a resource to revive." The revives after the two free ones are insanely expensive. Incursion revives were the most ridiculous and you've somehow surpassed them. Were we not supposed to be able to use other revives? What's happening.
Block pen should be mitigated while we have to block attacks. It's fine to have this build, but if RNG is going to give us a prompt over and over where we need to block something then during that prompt we should gain additional block proficiency or armour.
I do enjoy it, feel like it has a lot of potential but it could use some tweak.
this is flawed and takes away the agency players have over their stashes. even AQ and AW isn't like this. what can be done about it?
I know the rewards are nice, but I’m not getting any enjoyment in this first week of raids. 600 units gone in items and not even sure we will explore it in time.
The highlight is definitely the ultron part. I guess he was chosen as final boss due to 7* version of him being a potential reward in the chests.
However you would think his rework has been out long enough that designers who tested this mode with the pool of champions they set realize how his sig ability interacts with some of the energy damage.
This reminds me of a statement 'Do the devs even play their own game' which I frequently see in another game...
I wish not everyone is force to join Raids.