**WINTER OF WOE - BONUS OBJECTIVE POINT**
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
There is currently an issue where some Alliances are are unable to find a match in Alliance Wars, or are receiving Byes without getting the benefits of the Win. We will be adjusting the Season Points of the Alliances that are affected within the coming weeks, and will be working to compensate them for their missed Per War rewards as well.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
Comments
If you feel more comfortable looking at it that way.
However, there's no algorithm that gives you a better Reward if you spend.
That's great
but what does that have to do with the topic we have been discussing which is related to restricting players rosters with gates and having niche fights that require a handful of counters which is only available via RNG crystals.
As i have said over and over again this is not fun content design. The guy who posted about the fight using blade, didn't say its too difficult, he bemoaned that its not fun content.
At no point have i said Act 6 is too difficult.
My example above was to illustrate the difference in the difficulty of content based on champions. So people saying content isn't challenging enough but using champions like Ghost, Corvus, Aegon etc is a moot point.
Of course it’s not fun to trudge through a fight using a champ that’s the fight is not designed for.
The reason why people think Variants (except V1) is “fun” content is because they are EASY.
A long post in which you agree with what i have been saying which is restrictive content based on RNG using gates and super Niche fights is not fun content.
At no point have i been arguing that act 6 needs to made easier. I have no Problem with the difficulty, but designing progression to be based of RNG rather then skill is not for me and had Book 2 been released as it was in the beta then I would of walked away from the game.
People will complain about the champion fight because it is quite frankly the hardest fight in the game. You can't just throw units at it to get past it. There is a element of skilled required. However at the same time your experience with the fight also depends on your luck with pulling certain champions. That last 10% is super easy using cap IW then compared to say Hood. So you have to understand peoples frustration. It also does't help with all the Youtubers doing this with best counters like SS, Cap IW etc its gives people a sense of It can't be done unless i have those champs. I had to do my first run on him using Hood as he was my only real option due to poor pulls in the mystic class and other counters to this fight.
Also the fight didn't need the linked nodes, it should of been left without the extra nodes. The only change i would make to this fight is removing the linked nodes like no retreat.
The fact is the consensus was already made that the gates were a bad idea. So your wrong. But you keep arguing they were a good idea.
I'm done having this discussion with you because you just don't get it.
Did you stop to think that it might not have been Kabam’s issue, but the over-entitlement of the playerbase? And Kabam being a for-profit entity, is forced to cave in to keep their revenue stream ongoing?
Anyway, I would like to hear some constructive criticism from you on how fights can be challenging, and yet provides a roster breadth check, ie if your roster isn’t sufficiently deep enough, you won’t be able to get past the fight without spending a lot of units.
Unbreakable
The defender takes 90% less damage if the attacker takes damage from the defender's hits. IE: only indestructible champs.
No Pain No Gain
The attacker deals damage only when there are 3 or more damaging debuffs on themselves. IE: only Diablo with suicides, I think.
Some nodes are BS, sure, but it’s the attack values primarily that I find the most irritating, they need toned down.
Testing roster depth is fine by me (I only have 11 r5s and 2 r2s, so I’m not some whale with 40+ acting like an average player) but damn if you’re gonna make me use champs like king groot, just tone down the attack values a bit.
Also more fights like the grandmaster for the future, that was fun and challenging.
Other than that, there just needs to be an improvement to specific champion acquisition, which will become more and more necessary as we push to 200 available champs and beyond.
Oh and it’s a bit late considering kabam have already dumped the majority of the trash in the 6* pool, but stop adding trash to the 6* pool, not asking for stuff like blade and Hyperion to be added, but there’s certainly better options than adding both 5* magnetos
Still can’t find any constructive criticism on HOW the community wants content to be challenging and check for roster depth without making the fights a faceroll.
Same for “No Pain No Gain”.
Seriously, niche fights are just a different way of gating. And I think the concern here for the game team should be balancing difficulty with accessibility. It’s all well and good that content can’t be plowed through by everyone, but if Options #1 & 2 are for a 3-4 year player to burn significant resources OR just wait to develop a twenty-strong fleet of the “right” R5/R2 champs, then there are probably a lot of those players who suddenly discover Option #3: find something else to do.
That’s the real risk to the game, in my opinion.
Dr. Zola
Trying to say the player base is self entitled also holds no merit. Just because you get a handful of people who complain. Majority of players don't even come to forums.
Its pretty simple really don't create these fights which have extremely small counters . E.g. Acid wash Mysterio has 2 counters. KG and Man Thing and i believe Howard the Duck has the ability to apply poison and armor break with his sp2 but its purely random. How is this a good roster check design.
- Swap out Mysterio for some other champion that can be poisoned without Armor break and you now have 12 possible counters.
- You can also change the node to be similar to the do you bleed but poison instead along with the enhanced poison damage node.
Not only does this force players to use a champion that can poison but also isn't overly punishing on RNG and adequately checks a players roster.
Gimme path in 6.4 why have have the 200% power gain on this path. You want players to use regeneration champs which i believe there is around 15 of them that can constantly heal through out a fight ( Not like Voodoo). The power gain literally forces players to now use a a even smaller pool of champs. Magic ( Awakened maybe work unawakened not sure) being by far the best choice. Other champs that others have made work are Sorcerer Supreme BWCV and blade and just parry and regen. Again how is this actually a roster check when the counters are 4 champs out of 176.
Same path whats the point in putting spectre on the VTD ? what champion heals and ignores spectre that can manage power gain ( as regen buff will also trigger prey on the weak plus 200% power gain).
there is countless type of these fights with node combinations through out act 6 and i'm not going to list them all.
Now tell me how these fights/paths don't serve to punish players on poor RNG to get past. Tell me how this is good content design
I'm not saying use that same type of design repeatedly but the general premise of do this and it can be a large benefit but screw up and your dead is far more enjoyable than just do this or you do no damage
Granted you'd ideally be looking for something more difficult than most of those nodes but the idea holds up and can make fights challenging but enjoyable while still encouraging roster growth
Using passive damage champs like Omega and torch against special connoisseur isn't countering the node it's just avoiding it all together.
Gimme Path is fine having quite a lot of counters (especially if you run suicides). The Spectre node on VtD requires you to time your regens well, which is an important skill aspect of it. Time it badly, you take damage, time it well, you deal damage. (Side note, it was heal block in the beta.)
It’s not poor rng. It’s just an underdeveloped roster trying to push content in the guise of “bad rng”.
Using the above “Unbreakable” as an example, it could be as simple as adding “Indestructible buffs also provide additional 200% attack.” in the node description.
A game that purports to tell a story 75% of the players can't hear is doing something wrong.
you're the one who should read previous posts. You argue act 6 is fine people are just not ready for it as they need roster depth and then when i give you examples of bad fights and you are like yeah i said they over did it.
I swear man you are just trolling. We already had the discussion that you can do those fights just ends up taking along time and isn't fun. I ended up doing it with NF as i didn't have KG.
nah i would say majority of players didn't think Gimme path was fine. feel free to run a poll and prove me wrong on that. The power gain on that path is over the top. Basically forces everyone to use Magic because forget about dexing 30-40 specials in a fight from champions like Bishop, SS etc. Again explain to me how a person is supposed to get a particular counter such as KG for mysterio ? Where is this magical place where i can work on getting the champ so i can rank him up to use for this fight.
I'm done talking with you. You just don't get it.
If other content became end game players primary way to obtain the next level of rank resources we'd just have a lot of players complaining that content is too hard. I'm not really sure if people are expecting these large reductions in difficulty but not have rewards reduced as well, but if so that doesn't make sense to me.
That's not saying v1 is at the right level, but if anything is going to be hard endgame content let it be the variants not the story.