Kabam Miike wrote: » Crammer2020 wrote: » Kabam Miike wrote: » Crammer2020 wrote: » GREAT! 5 minis with the same 3 attackers on a much bigger map, means more revives needed! No defender kill points! BIG SPENDERS WIN EVERY WAR!!! FUNNN!!!!! Bigger map doesn't mean that you'll be having more fights. There will be just as many Defenders as there were before. ok, just as many defenders. But defender kills, in combo with 5 mini bosses means $$ wins every war. No more skill. Good job killing wars. The amount of items that any user can use remains the same, so every Alliance Member can still only Revive/Heal 15 times. This hasn't changed. Additionally, 5 Minibosses doesn't mean that any one person will be taking on more than 1. The goal with the removal of Defender kills wasn't to increase the use of Potions or Revives, but to relieve the feeling of defeat that comes with taking one shot at a defender, losing, and feeling that you're now helping the other Alliance, so you stop playing, even though you have 2 perfectly good attackers still there.
Crammer2020 wrote: » Kabam Miike wrote: » Crammer2020 wrote: » GREAT! 5 minis with the same 3 attackers on a much bigger map, means more revives needed! No defender kill points! BIG SPENDERS WIN EVERY WAR!!! FUNNN!!!!! Bigger map doesn't mean that you'll be having more fights. There will be just as many Defenders as there were before. ok, just as many defenders. But defender kills, in combo with 5 mini bosses means $$ wins every war. No more skill. Good job killing wars.
Kabam Miike wrote: » Crammer2020 wrote: » GREAT! 5 minis with the same 3 attackers on a much bigger map, means more revives needed! No defender kill points! BIG SPENDERS WIN EVERY WAR!!! FUNNN!!!!! Bigger map doesn't mean that you'll be having more fights. There will be just as many Defenders as there were before.
Crammer2020 wrote: » GREAT! 5 minis with the same 3 attackers on a much bigger map, means more revives needed! No defender kill points! BIG SPENDERS WIN EVERY WAR!!! FUNNN!!!!!
Kabam Miike wrote: » Amonthir wrote: » Another edit! You specifically mentioned Increased Energy Damage nodes. Please define what will count in that case. Is it attacks only (IM L2, for instance)? Or will it boost damage from Limbo and Coldsnap? So, this one is a "little from Column A, a little from Column B" situation. Enhanced Energy nodes are only effective on Hit, but also affect anything caused by that hit. So the Coldsnap applied from Iceman's Special 1 will be stronger, but the Coldsnap that begins at the start of a fight with an Awakened Iceman will not. Limbo shouldn't be affected at all.
Amonthir wrote: » Another edit! You specifically mentioned Increased Energy Damage nodes. Please define what will count in that case. Is it attacks only (IM L2, for instance)? Or will it boost damage from Limbo and Coldsnap?
Jackie2Cokes wrote: » Kabam Miike wrote: » Amonthir wrote: » Another edit! You specifically mentioned Increased Energy Damage nodes. Please define what will count in that case. Is it attacks only (IM L2, for instance)? Or will it boost damage from Limbo and Coldsnap? So, this one is a "little from Column A, a little from Column B" situation. Enhanced Energy nodes are only effective on Hit, but also affect anything caused by that hit. So the Coldsnap applied from Iceman's Special 1 will be stronger, but the Coldsnap that begins at the start of a fight with an Awakened Iceman will not. Limbo shouldn't be affected at all. LOL!!! What this means is that you haven't tested the two most powerful energy damage champs in the game yet to see if they're affected by your new update?
Mana_Pot wrote: » Monkey17288 wrote: » What about us that invested in those detect masteries just for AW. Is there a plan for them now that we can see all the classes? I forgot that those even existed. I've never known anyone to use them. Aren't they just for quest maps?
Monkey17288 wrote: » What about us that invested in those detect masteries just for AW. Is there a plan for them now that we can see all the classes?
Kabam Miike wrote: » The goal with the removal of Defender kills wasn't to increase the use of Potions or Revives, but to relieve the feeling of defeat that comes with taking one shot at a defender, losing, and feeling that you're now helping the other Alliance, so you stop playing, even though you have 2 perfectly good attackers still there.[/color]
TheBaldAvenger wrote: » Can you explain the logic begind temp reducing energy cost for Act 4 to go along with this? Can't work out why this is done and included in AW update post?
GbSarkar wrote: » I though lower timers were punishing for the players? Wtf Kabam? You want me to get kicked from the alliance?
Kabam Miike wrote: » Jackie2Cokes wrote: » Kabam Miike wrote: » Amonthir wrote: » Another edit! You specifically mentioned Increased Energy Damage nodes. Please define what will count in that case. Is it attacks only (IM L2, for instance)? Or will it boost damage from Limbo and Coldsnap? So, this one is a "little from Column A, a little from Column B" situation. Enhanced Energy nodes are only effective on Hit, but also affect anything caused by that hit. So the Coldsnap applied from Iceman's Special 1 will be stronger, but the Coldsnap that begins at the start of a fight with an Awakened Iceman will not. Limbo shouldn't be affected at all. LOL!!! What this means is that you haven't tested the two most powerful energy damage champs in the game yet to see if they're affected by your new update? I'm sorry, but I don't get what you mean. We just told you how Enhanced Energy affects these two Champions.
Kabam Miike wrote: » Amonthir wrote: » Agree, keep Defender Kills. Give us a preview of map and nodes so we can discuss them, and you can make adjustments before it goes live. Don't pull the 'but we like surprises!' thing, this is need to know, need to discuss information. Make double and triple and double-triple sure the portals function correctly. Unfortunately, there won't be any more information on Nodes made available at this time. Sorry guys, but you're going to have to wait and see! We've gone through many revisions on them already to ensure that they are not too punishing, and that they are enjoyable to play, while still sticking to that goal of playing up Champion archetypes.
Amonthir wrote: » Agree, keep Defender Kills. Give us a preview of map and nodes so we can discuss them, and you can make adjustments before it goes live. Don't pull the 'but we like surprises!' thing, this is need to know, need to discuss information. Make double and triple and double-triple sure the portals function correctly.