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Alliance War Season 19: Node Combination Feedback
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Hazard shift plus cold turkey, tunnel vision...the list of pain points is long.
I'd like to see not only nodes that punish you, but "something" that rewards you. It may be a node designed to give you a temporary boost when you execute a certain task, or even a boost on your path like Incursions...
Please rethink about season 19. Suspend AW till it's more refined and in tune with your promised general improvements in the game and quality of life, this update is terrible...
Node 11 - Ebb/Flow Knockdown + heavy hitter
there have been many complaints about ebb/flow and I agree with almost all of them, but the addition of heavy hitter where heavy attacks cannot be interrupted really makes this node even worse. Champs like Fury who go stun immune in their final phase or IMIW who can autoparry in his final 15% make countering heavy attacks one of the only ways to counter. This node takes that away.
Nodes 12, 22, 53 - unlimited power
This node has a very unintended interaction with Nick Fury. When he enters his final phase he purifies all buffs and debuffs. If you parry once or twice or if the defender places with suicides, Nick will go to to instant s3
Nodes 9, 21 - cold turkey
With void you have to purify the debuffs that he places on you, but this node penalizes you for doing this. This also removes some of the better counters for the poison/incinerate champs like red hulk.
Node 23 - oscillate, aggression fury, tunnel vision
this node was designed by a sadist.
Nodes 29,37 - ebb/flow intercept
These nodes with the combination of tenacity and rapid metabolism is too much. Take away those last 2, increase the duration of the damage phase, or increase the attack bonus for the attacker. Also, please adjust so that interupting mid-heavy counts as an intercept like it does on aspect of war. One additional thing with all of the ebb/flow nodes, suicide masteries make it so the defenders are actually healing from them with the 90% reduced damage, the recoil mechanic also takes 90% less damage and Nick Fury second phase degen also is 90% slower.
I'm sure I'm missing a few, but we're seeing unprecedented kills on our defenders with the right placements.
To reiterate tunnel vision needs to go please.
When coupled with flow, they are constantly gaining a lot of power. Fought a magik on that node last aw, and she was constantly in limbo, meaning she healed practically all the damage I dealt to her and killed both phases of my Nick Fury purely with limbo damage.
The only champ I could see handling that is gulk, and even then it'd still be a nightmare to control her power so she doesnt just sp3 you.
1st and foremost - Tile #23 : Tunnel Vision/Oscillate/Aggression Fury
This is by and far over the top. You can place any champ here and it could get messy quick. Some champs, forget about it if you lack certain counters or don't play with absoluer perfection/precision. Being trapped by roster constraints is rough enough in the Solo Quests. This happening in AW is even worse despite the fact you technically have 30 potential counter slots. However that doesn't mean anyone in said BG will have exact counters ranked and ready. You screw up in Solo, it's whatever. You slip ever so slightly on this combo, and it's goodbye Attack Bonuses, and you get to feel that lovely feeling of "I just let 29 other players down" in that moment.
We had Domino last war and it was just ridiculous that my 1 block motion counts as more than 1 due to the Ai hitting into it twice from 1 motion (double hit opening medium attack). That's... wrong. IMHO. The removal of Tunnel Vision would still make the fight sketchy with other Defenders and DTs in play, but manageable with patience and many champs.
2nd - Tiles 29, 37, and 39 : ebb flow intercept/knock down being coupled with Rapid Metabolism/Tenacity
Ok, yet another that can demand near perfect play or the consequences are dire. Shortening and already tight window of opportunity (hehe, that's next BTW) can draw out a fight to result in Time Outs aplenty. Certain champs already can shrug off Debuffs with a quickness. Then you add in max Limber Mastery. Certain options are gonna demand that A++ game. I like Challenge, just be nice if it was also realistic in it's expectations of the player. In this case, for many it's unrealistic.
Heck, I threw Nightcrawler on ebb flow intercept war #1 (6* R1) and he snagged 4 kills and stopped the player dead. Haven't seen ol' blue face do that kind of damage in a LONGTIME. War #2 placed Rhino and Nova back to back. They skipped the lane. Nuff' said. The idea behind ebb flow is actually pretty neat, but do we REALLY NEED Tenacity or Rapid Metabolism? Not really. Probably still gonna be challenging with certain champs without those in play, let alone with certain defender and DT combos.
3rd - Tiles 35, 45, and 47 : Window of Opportunity
I feel it would be better titled "Stun Me, I Dare You." Truth is, the window that's there isn't great, and the punishment for a slipped parry is QUITE severe. 4 second stun?!?! YeeoOoOOWWWWCH!! Even a 2 second stun would be painful, but 4?!?! The fight could be essentially over if you slip once. There's a fine line between "rewarding optimal play" and "punishing less than perfect play," yah know?
4th - Hazard Shift
The options for Incinerate AND Poison Immunity in 1 package are slim pickings. Add in a champ with something extra and DOT Debuff damage is essentially inevitable. Then topping one of them off with Cold Turkey is almost sadistic, lol. Then your champs that could've benefited (and tactical selection of those champs) from converting those Debuffs into charges or passive Fury end up getting punished. Which essentially leaves you with either selecting a less than stellar champ (if you even have them) for a couple fights, or essentially eating damage and forcing health pot usage even if you otherwise play perfectly.
As I said at the end of the 3rd one, there's a fine line between "rewarding optimal play" and "punishing less than perfect play." Many of these promote the latter instead of the former. Punishment for slip ups can be dire in any AW fight as it was. Now... some of these it's either perfection or bust. I don't feel that's very fun, and I'm sure many would agree with this sentiment.
I like the adrenaline of a tight fight that makes you work for it. That's good times. What I don't like... coming into a fight, blocking once, and getting trounced when I go for the intercept because my 1 block counted as more than 1 motion resulting in a Falter causing me to miss and get laid out by a 20k medium and a couple 9k lights in a matter of seconds. That's not fun.
Watching some of the best in my BG say "This is ridiculous" and "I'm starting to HATE AW" is also very disheartening. I hope the feedback here gives enough perspective to make optimal changes to the map allowing a realistic chance at 100% while providing the playerbase with something they can generally agree on being fun. There's other nodes that are definitely difficult, but I feel are generally manageable. Although we'll see how that goes when the new DTs come into play.
I will give credit where it's due in regards to the changes to the link system on the Main Boss. That's pretty cool. It doesn't Buff the Boss through the ROOF anymore and enables players a pretty fair chance at dropping the Boss while a link is still up. Honestly I think Boss Island overall isn't too bad. So, there's that.
Cold Turkey node needs to be removed.
It's not fun to get an instant degen damage from removing a Debuff on your champion.
Especially when Void is the defender.
Now you've gotta finish the fight before his debuffs damage take you down.
While doing so, you will definitely purify his debuffs after every 10 hits of your combo.
If this is not removed, I'll say goodbye to my alliance that plays AW and would rather play just AQ instead.
We've compiled a list of changes we want to make and are now in the process of working on them. We'll have something for everyone to see soon. Thanks for your continued patience on this. We promise that the Map will see updates before we roll into Season 19 (perhaps even sooner!)
Here is my point of view and feedback regarding the new nodes and their combinations.
1. Node 23 - is probably the hardest. A Domino or Nova will make you throw your phone.
2. The ebb/flow intercept Node. Facing Nova on it is a nightmare! - Because how do you intercept someone who can't be intercepted to clear this mechanic? With a 90% damage reduction from all sources combined with not being able to intercept is a sure and guaranteed timeout.
3. Node 11 - Ebb/Flow Knockdown + heavy hitter - with a Nick Fury or IMIW
4. Nodes 29 & 37 - Ebb/flow intercept. These nodes with a combination of tenacity, and rapid metabolism. Makes Darkhawk a nightmare.
5. Nodes 12, 22, 53 - unlimited power - Hyperion and NF
6. Nodes 9, 21 - cold turkey - you need a specific counter ( poison/incinerate champs like red hulk)
If these nodes make it into the next season, "100% exploration will be a rare instance."
A lot of alliances will struggle to explore the map 100%
With respect, humbling and sincere empathy.
Wars should not be simple and straightforward; planning strategically placing the right defender on the appropriate node and having to bring counter for them during the attack phase is exciting!
After all, no maps should be able to be explored 100%, and the victory should not be decided merely by attack bonuses but whoever is able to power through the maps and nodes exploring them 100%
Please don’t tone down the node too much.