**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Comments
I'm sorry to see everybody attacking you as if you designed this quest.
I feel like sometimes people forget that Miike is a PR employee for Kabam, and doesn't make the decisions in regards to whether the map is locked, combo/damage cap, etc.
"Don't shoot the messenger" folks. There's a way to relay dissatisfaction without being rude.
That being said, I do really hope you relay to the designers how LITERALLY every single player in the entire community finds the locked map & "combo cap" to be nothing but an obvious cash grab.
My suggestions -
1) Don't lock the map. Seriously, I can't stress enough how unproductive this is. All this does is force people (yes, force) to use third party sites with maps of the content. Instead of "locking" the map, make all of the fights hidden - just like they are in Labyrinth. This way, players can see where they are going without having to use a map. This, of course, isn't as nice as just having an open quest with nodes available, but if they want to keep this quest a mystery, at least there's some sort of consolation to allow players to see where they are going.
2) Please - PLEASE - come up with a way to "pause" the fall of the Skirmish/Warfare charges. For example, "The drop of charges is paused for 8 seconds each time the defender is knocked down," or something of the like.
This will not only reward skill, but also make the fights POSSIBLE to be done with current (advanced) rosters.
The damage cap also makes me a little sad. But it's something that we can live with - I just was looking forward to finally opening up Proxima to her full potential.
I personally have 17 Rank 5 champions, and 1 Rank 2 - Masters AW/Map 7x5 AQ - and with the way this content seems to be developed, I don't see it possible to even think about initial completion without "spending." I feel like this shouldn't be this way.
I appreciate your time, and would love it if this was relayed to the team.
P.S. please buff daredevil.
Aegon doesnt Carry a combo in a loss if I recall?
I dont play him much yet.
But if you need 4 revives a fight wouldnt only the kill count so to hit 999 you need 3 completed fights and then a 240 combo?
No idel
But I think the camera lock is still nonsensical, and atmospherics is not a sufficiently good reason to do it. We have the same issue we had with alliance war. The developers wanted "counterplay" but they also wanted "surprise" and they were not initially willing to accept those two were contradictory. If you surprise the player, they cannot prepare. That is the definition of taking counterplay away. The developers eventually "compromised" by making every path save one visible in AW, which was an admission that the idea you could have both counterplay and surprise on the same node was nonsensical.
Here, we have the absolute hardest difficulty content in the game, explicitly intended to be challenging no matter what kind of roster the player has, and yet the game is trying to also surprise them by not letting them see the fights they are going to have to fight or the options they have for attempting a completion run. That's pointless: essentially the first time anyone encounters a fight it will be purely blind luck as to what they bring. In effect, the first fight is wasted: no real strategic counterplay is possible.
That might be worth it if there was any benefit to surprising the player. But if the fights are designed to be so strong that even careful preparation might not be enough, then unless the devs completely missed the mark that surprise will have zero entertainment value, as the fight is essentially lost from the start.
And all of this is largely meaningless anyway, because unlike an alliance war map which is different for every alliance for every war, the Abyss map is going to be the same for every player for every attempt, which means the only players that will experience the "atmosphere" of the Abyss are complete idiots who don't download maps and just blindly wander around the absolute hardest content in the game.
As others have said, maybe this makes sense as an additional challenge for the legend runners. I would be fine with that. But once the legend runs are completed, this feature makes no sense. It runs contrary to the presumptive goal of challenging players' skills and roster because it blinds them to what the challenge even is, and it forces players to find external resources to bypass the feature because the feature is so problematic for completing the challenge that you would have to be galactically stupid to attempt it without those resources.
The difference between AW and the Abyss is you can't just keep iterating the Abyss over and over again over a dozen version releases of the game because that would become increasingly unfair to players who have to suffer through all those iterations. It would be better if by the time the last legend runner completes the Abyss the dev team decides to change policy on the camera lock.
Basically, exploration makes sense in content that has interesting things to explore. Exploration makes no sense in content designed to kill you if you don't have the right champs, and also kill you even if you do have the right champs, and every single step in every direction is likely to end your exploration journey with a team wipe anyway.