**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.
Alliance War Season 19: Node Combination Feedback
This discussion has been closed.
Comments
1.) Ebn flow knockdown
Facing a hyperion I took nf and almost timed out as I had to bait furies and could only get one - two hits in before having to bait out a special 2.
Faced a killmonger with mighty charge, tenacity and ebn flow knockdown. This fight was literally the bane of my existence. The mighty charge caused all armorbreaks to fall off (I had CMM). Tried to stay close to him but with tenacity every heavy was almost shrugged off so there was little chance to counter.
Also we only get the fury buff AFTER knocking down the opponent and if they dont directly charge us we lose the buff because it was only 6 seconds. The node can stay but mightycharge should be removed and the fury duration should be doubled.
There are very few champs that cover both immunities. No need to add purifying prevention on this.
Ebb - Knockdown + Tenacity
Darkhawk. The best answer out there is Medusa and with Tenacity that’s a pain.
Ebb nodes (both)
The window to do damage is too narrow. If we can’t have Aegis we need more than 6 seconds.
And no. We don’t need more damage during those 6 seconds. We need more time.
Tunnel Vision
This isn’t a node for AW. There are very few counters and even with the new timer playing around the node is too lengthy. And different champs every war makes it very difficult to plan for it.
Going MLM every combo will make for a very long fight with increasing room for error
EMP modification
We have 4 (by my count) natural shock immune characters. This is not enough for a node we will play almost daily.
Window Of Opportunity - Stun + Unstoppable
How do you defend against an unstoppable defender every 8 seconds if you can’t even rely on parry?
Rage + Return Policy
There are 2 ways to manage rage. Deal low damage or nullify.
In AW you want to finish the fight as fast as possible to leave the least room for error possible. So, nullify is the solution. And then you punish that solution.
Buff Imbalance - Power Drain + Return Policy
So. If the defender gets a buff you get punished. And if you nullify the buff you get punished. Not a good combination
Looks painful
https://youtu.be/IpnsLAIjGRk
Path 1 - No recommendations
Path 2 - Strike Counter Fury (can the furies reset once the special is activated)
Path 3 - No recommendations
Path 4 - Fix the known bug affecting suicide users and the champion immediately starting unblock able
Path 5 - Eb Flow Knockdown (either reduce the -90% attack reduction, increase the attack window once knocked down to more than 6 second, or increase the attack % fury significantly), remove tenacity
Eb Flow Intercept (remove rapid metabolism, tenacity, reduce attack -90% attack reduction, remove crit rating passive and replace with a significant fury, and increase the window of time to do real damage)
Path 6 - Fix unlimited power bug when defender has suicides, there seems to be no 10 second clock cool down between obtaining 25% fury boost
Path 7 - No recommendations
Path 8 - Remove Heal Block Passive
Path 9 - Hazard Shift (remove incinerate, replace with bleed), remove cold turkey
Window of Opportunity - Stun (this node will be problematic with flow, needs to be re-examined if that tactic is to be continued in play),
Minis
Node 22 - Look into the possible suicide issue described above
Node 23 - Redesign the whole mini, the node combinations are to OP for AW
Node 53 - See node 22 comment
Node 49 - See previous comments on Hazard Shift
Thank you for opening dialogue with the player base and taking our feedback seriously, in making changes to this upcoming Season 19.
Strike Counter- Fury Matador. The furies increase the entire time after your initial charge is gone. Never resets after a special is launched.
Strike Counter- Power Rate. The power rate debuff never resets the entire match and just increases. You get one special the entire match. After that first special you launch, you already have about 6-7 power rate debuffs which don't even allow for a champ with a power gain buff to out do the debuff.
All other nodes I’m fine with. There are some bugged interactions with Steady Buildup that need to be looked at. Everything else has a good way to counter if you really think about what’s required. I’m sure as more videos come out people will realize how easy some of these nodes are. This happens every time a war map is changed.
Also, not sure why Ebb and Flow Darkhawk keeps getting brought up. I just solo’d one in less than a minute and took less than 10% damage unboosted. There are a ton of counters for him. Again, people just need to think about them.
Some of the nodes from prior quests you've used and ended up being entertainingly challenging worked because *your team chose the champs*. As difficult as some fights are, you never made (most) of them impossible in act 6-ridiculous attack values aside, nearly all of them were doable if you brought the proper counter to the node to the lane. Example given: You could ignore Cold Turkey nodes by bringing natural immune champs, or beat Stunning Reflection by using Torch or Voodoo.
When you let *other* people choose who goes on these nodes, you're opening the floodgates for the meanest, cruelest placements possible. Cold Turkey stops working because Void's debuffs count as well, and the only way to rid yourself of them is to purify them. How do you use Incinerate and Poison on Stunning Reflection when the defender is Iceman?
You need to take a step back and look at the nodes in war again.
If you can come up with a champion who, when placed on that node, makes the node unfair or only granting a single champion who can counter it, you need to remove that node and come up with something else. The last season of war was fine, by and large, because there were no unconquerable nodes. There were bad ones (Warlock on Close Encounters comes to mind) but nothing punishingly unfair.
There's PLENTY of that here, sometimes just in the nodes themselves.
Also, pairing it with power struggle, matador or other power limiting nodes you might invent isn't a good idea.
Your node design is "Problem - Solution" But you always insert one more problem into the Solution as well. Let us come up with a problem for the solution either by defensive placement or by defensive tactic.
So please stop doing that. AW shouldn't be 100 times harder than AQ.
E&F - Virtually impossible with the right defender on them. Kockdown interaction with DH means you are constantly getting auto blocked. Thing was also an issue as when fighting him with doom his protection wouldn’t fall off even after knocked down (kept saying immune post heavy and special) could be me missing something obvious but looks more likely an interaction with his shock immunity. Quake worked though. IMIW on there is also a horrible interaction due to the heavy handed node so you cant heavy intercept or use a normal attack below 18% health. Couple that with flow defence tactic also just for the sheer fun of it. intercept version with tenacity makes IW, IMIW, Rhino and a few others virtually impossible
Hazard shift - description is incorrect or damage output of the debuffs is incorrect as it’s stating 0.30 damage yet delivering considerably more. Incinerate & poison immune leaves you with a choice of Mephisto, Rulk & Iceman with BWCV and Emma also options but not great ones. Add an iceman on that node and there are no counters or an MS and your down to only iceman.
Tunnel vision + aggressive fury + oscillate - just a horrible combination as the defender is passive when in armour node, meaning aggressive fury goes out of control. Add into that tunnel vision and your down to virtually zero hard counters
Unlimited power - shouldn’t interact with suicides as NF is a death sentence due to sp3
Vigorous assault + indomitable - has this been tested with an OML on the node? Your bascially making him unblockable for the entire fight. The mini doesn’t need vigorous assault on it with recovery and indomitable anyway
Window of opportunity stun + unstoppable - again no real counters here except ghost. Add Stubborn on and it’s going to be impossible
Cold turkey - place Void here and there are zero counters as you can’t get rid of the debuffs without purifying then
Hazard Shift does not allow enough roster flexibility, Morningstar there means you better have Iceman.
BOTH Ebb and Flow intercept and knockdown - the timer needs to be 20-30 seconds. 6 seconds is much too short. I personally think they should be removed but if you aren't going to remove them, you have to give us more time to do damage. 90% reduced damage is ridiculous, should be like 50%.
Node 53 is way too OP. Put Thing on the node as a defender. He can't be nullified so using Voodoo and getting poisons won't work. So then your only option is to play stun immune, intercept style. Well you can't block and bait heavies because of the Heavy hitter node. So now you are talking straight intercepting a mini boss the whole time. And Thing's AI is VERY defensive so intercepting is not easy. Oh and Thing has protection too! You need to remove stunning reflection or Unlimited Power.
Node 39 is too much as well. Just put DH on the node. Ebb and Flow Knockdown with Darkhawk on it, basically the only counter is Medusa. Well Medusa doesn't work on this node because of Tenacity, you can't get her armor shatter up. You have to remove Ebb and Flow or Tenacity.
There are too many nodes that make Fury way too powerful of a defender. There's like 6 of them. Node where you get fury every ten seconds but then purifying furies gives him power, way too powerful when Fury goes into his second form, instant sp3.
Hazard shift - Incinerate, Poison probably needs to be removed. There is only 4 champs that can do those nodes without any other nodes or champ combos. Take node 49 - hazard shift, just place Doom or Masacre there (remember can't use quake or ghost bc Kabam butchered them with the stubborn tactic). If you place Masacre, only thing to do is go in with a poison immune and just take the incinerate damage. If you place Doom, the only counter is Emma, using all sp1, staying in diamond form for the whole fight, and you will time out. If you use any other champ, Doom will fire a special, you have to evade it because he's unblockable. With Stubborn tactic, he will get a charge. Only way to remove it is to block (can't parry on this node, stun immune). So doom will Shock any other champ and heavy to the face.
EMP Mod needs to be removed, not enough counters for that in the game.
Node 23 is garbage! That node needs a full rework. Tunnel Vision should never be in war, just put a double hit defender like domino on there and you falter the whole fight. Then on top of that you are adding Oscillate paired with Aggression Prowess? Oscillate and any aggression node should NEVER be paired together.
It's blatantly obvious that none of this was tested at Kabam. All the comments I've been reading have also been said weeks ago when you announced the new map. For people that actually play this game, we can tell in minutes when something is going to be bad. Please hire someone at Kabam that plays this game and can tell when something is impassible. Have Kabam John fight some of these nodes. If there's a node he can't solo with at least 5 champs with the toughest defenders in the game, that node shouldn't be on the map. It's simple.
Infinity war iron man on node 53. Unlimited power + heavy hitter (the entire heavy is unstoppable) + stunning reflection
Is the plan to just make us stand up intercept an entire fight bc that’s insane? And then at the 18% not sure what you expect us to do, get parried every other hit bc you can’t heavy him, so i guess the plan is just Corvus and boost to the moon?
Last season the nodes in “Hard” were +75% attack/health with +50% heath in section 1. Section 2 was +100% with +50%
This new map it’s +100 attack/health with +75% health in section 1. Section 2 is +150% attack/health with +75% health!
Combines with the other nodes, the health pool is ridiculously high!