JazzyJeff1981 wrote: » Omni wrote: » JazzyJeff1981 wrote: » 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. Why are you trying to make dramatic changes to keep people from feeling sad when they lose a fight? That's complete B.S... 1% exploration is worth 8 deaths right now, no one is worried about helping the other alliance when they have to revive, they are thinking about getting the node down. And if you can't handle losing a fight without your eyes tearing up, you shouldn't playing video games. This is a lame excuse for a change that is going to cause an extreme swing in how wars are won and lost. Bad excuse Mike, I swear sometimes the stuff you people say... It's like you think we are stupid. This comment is up there with the comment about aq timers at 30 mins being detrimental to the player base...i actually think this one is worse. What are you talking about?! They are trying to make lame excuses about why they are setting us up to do war against everyone's wallets and the answer is "cause it feels bad to lose" That's lame...
Omni wrote: » JazzyJeff1981 wrote: » 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. Why are you trying to make dramatic changes to keep people from feeling sad when they lose a fight? That's complete B.S... 1% exploration is worth 8 deaths right now, no one is worried about helping the other alliance when they have to revive, they are thinking about getting the node down. And if you can't handle losing a fight without your eyes tearing up, you shouldn't playing video games. This is a lame excuse for a change that is going to cause an extreme swing in how wars are won and lost. Bad excuse Mike, I swear sometimes the stuff you people say... It's like you think we are stupid. This comment is up there with the comment about aq timers at 30 mins being detrimental to the player base...i actually think this one is worse.
JazzyJeff1981 wrote: » 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 $$ wins every war. No more skill. Good job killing wars. The amount of items that any user can use remains the same, so every Alliance Member can still only Revive/Heal 15 times. This hasn't changed. Additionally, 5 Minibosses doesn't mean that any one person will be taking on more than 1. The goal with the removal of Defender kills wasn't to increase the use of Potions or Revives, but to relieve the feeling of defeat that comes with taking one shot at a defender, losing, and feeling that you're now helping the other Alliance, so you stop playing, even though you have 2 perfectly good attackers still there. Why are you trying to make dramatic changes to keep people from feeling sad when they lose a fight? That's complete B.S... 1% exploration is worth 8 deaths right now, no one is worried about helping the other alliance when they have to revive, they are thinking about getting the node down. And if you can't handle losing a fight without your eyes tearing up, you shouldn't playing video games. This is a lame excuse for a change that is going to cause an extreme swing in how wars are won and lost. Bad excuse Mike, I swear sometimes the stuff you people say... It's like you think we are stupid.
Kabam Miike wrote: » Crammer2020 wrote: » Kabam Miike wrote: » Crammer2020 wrote: » GREAT! 5 minis with the same 3 attackers on a much bigger map, means more revives needed! No defender kill points! BIG SPENDERS WIN EVERY WAR!!! FUNNN!!!!! Bigger map doesn't mean that you'll be having more fights. There will be just as many Defenders as there were before. ok, just as many defenders. But defender kills, in combo with 5 mini bosses means $$ 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!!!!!
Yrocks2001 wrote: » With Kills no longer counting against opponents how do you plan to curb the two currently rarely used AW exploits. Ironman/SIM exploit where opponent lets fight timer run out while above health recovery threshold (after it has already been proc'd) so now opponent can get another regen the next fight and this won't count against them at all. Leaving app exploit where opponent goes to the matchup screen then leaves the app until the minute timer expires then goes back in to see exact opponent they are fighting. This used to at least count as a kill but takes no health from opponent.
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.
DNA3000 wrote: » 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] If that was the goal of removing defender kills, what about changing the defender kill stat so it awards points to the other team for every champion revived instead. That way, your goal is satisfied in the sense that it doesn't cost a player anything to use the three attackers they brought with them, and there's no penalty for pushing forward if you still have attackers alive. The defenders only get points if you revive an attacker, either because you want to use a dead attacker or because all of your attackers are dead and you want to continue fighting. That would seem to be a reasonable compromise between the goal you state and the desire for players to get credit for placing strong defenders. If you attack and die, you can still attack with your two remaining perfectly healthy attackers without penalty.
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]
DNA3000 wrote: » 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. If that was the goal of removing defender kills, what about changing the defender kill stat so it awards points to the other team for every champion revived instead. That way, your goal is satisfied in the sense that it doesn't cost a player anything to use the three attackers they brought with them, and there's no penalty for pushing forward if you still have attackers alive. The defenders only get points if you revive an attacker, either because you want to use a dead attacker or because all of your attackers are dead and you want to continue fighting. That would seem to be a reasonable compromise between the goal you state and the desire for players to get credit for placing strong defenders. If you attack and die, you can still attack with your two remaining perfectly healthy attackers without penalty.
Krugg wrote: » Don't say that they will do something to screw that up.
LilMaddogHT wrote: » I like the reduced timer from 90min to 60min but help me on the math here.... 1.5x the map size, so 50% increase but the decrease on the timer is 33%. If the map is 1.5x as big, the timer would be 45min to make things equal... The fact that everything isn't supposed to be noded up to advance supposed to make up the difference?
Kabam Miike wrote: » Jackie2Cokes wrote: » 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. You stated that Limbo "shouldn't" be affected...that's not "limbo WILL NOT be affected". You're leaving a hanging chad out there in the event the devs cannot get it to act properly. Creating yet another "working as intended" situation. Also, the Coldsnap is a debuff placed on the opponent as the result of a hit...the Coldsnap is not a "hit" in itself and should not be affect by an increased energy node. Do you now get what I mean? Limbo is not affected, but a debuff placed on the opponent by a hit is affected. Not just Coldsnap, but any Debuff that deals energy damage that is caused by a hit will be affected.
Jackie2Cokes wrote: » 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. You stated that Limbo "shouldn't" be affected...that's not "limbo WILL NOT be affected". You're leaving a hanging chad out there in the event the devs cannot get it to act properly. Creating yet another "working as intended" situation. Also, the Coldsnap is a debuff placed on the opponent as the result of a hit...the Coldsnap is not a "hit" in itself and should not be affect by an increased energy node. Do you now get what I mean?
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.
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?
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?
Crammer2020 wrote: » 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. But miike, it seems based on this update, whoever is willing to spend more $ wins. No defender kill points?? stupid! 5 mini bosses, still bringing 3 attackers? now there will be 6 magiks as bosses with increased energy damage, on a bigger map with more battles???? $$ wins here. Going to be near impossible to win a war without $.
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.
Rvz wrote: » Kabam Miike wrote: » Jackie2Cokes wrote: » 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. You stated that Limbo "shouldn't" be affected...that's not "limbo WILL NOT be affected". You're leaving a hanging chad out there in the event the devs cannot get it to act properly. Creating yet another "working as intended" situation. Also, the Coldsnap is a debuff placed on the opponent as the result of a hit...the Coldsnap is not a "hit" in itself and should not be affect by an increased energy node. Do you now get what I mean? Limbo is not affected, but a debuff placed on the opponent by a hit is affected. Not just Coldsnap, but any Debuff that deals energy damage that is caused by a hit will be affected. so that means mordo on that node will now destroy you with his L3.
EddieGotSole wrote: » Crammer2020 wrote: » 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. But miike, it seems based on this update, whoever is willing to spend more $ wins. No defender kill points?? stupid! 5 mini bosses, still bringing 3 attackers? now there will be 6 magiks as bosses with increased energy damage, on a bigger map with more battles???? $$ wins here. Going to be near impossible to win a war without $. Well as long as there's still a limit on item use, it won't be unlimited spending from the big spending alliances. It will still play a factor though, no doubt