Alliance Quest Feedback [Merged Threads]

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  • ChriissRChriissR Posts: 300 ★★★
    I agree, some of the new Modifiers are a complete joke. Even the Hulkbuster on Acid Wash is a nightmare now when heal blocked.

    The people running that path eventually took him down just from timing out for an hour. Many times they got activate a special attack x2 when the fight started.

    What a joke this is.
  • ShrimkinsShrimkins Posts: 1,468 ★★★★
    No one is forcing anybody to do these new modifiers. They are designed to be hard.

    Do you think kabam is just going to give away t5cc shards easily? You're gonna have to pony up for that
  • WikiLeaksWikiLeaks Posts: 10
    They add challenging content and up the rewards. You gotta expect that some of it might be rough and challenging.

    You could have stayed with the old nodes and collected your same rewards.
  • pseudosanepseudosane Posts: 347 ★★★

    just play map 6

    as a low level player will have wise insight.
  • Colinwhitworth69Colinwhitworth69 Posts: 1,927 ★★★★
    Modifiers are optional and user-selected, so you have all the choices you need IMO.
  • FRITO_ManFRITO_Man Posts: 392 ★★
    Shrimkins said:

    No one is forcing anybody to do these new modifiers. They are designed to be hard.

    Do you think kabam is just going to give away t5cc shards easily? You're gonna have to pony up for that

    Problem is that these modifiers are bordering insanity. Did you see Bg's vid with KG, took him an HOUR to clear 4 fights.
  • ArsozArsoz Posts: 676 ★★★
    FRITO_Man said:

    Shrimkins said:

    No one is forcing anybody to do these new modifiers. They are designed to be hard.

    Do you think kabam is just going to give away t5cc shards easily? You're gonna have to pony up for that

    Problem is that these modifiers are bordering insanity. Did you see Bg's vid with KG, took him an HOUR to clear 4 fights.
    Thats the point it was meant to be harder because of the rewards
  • ArsozArsoz Posts: 676 ★★★
    its not like they are forcing you to do map 7
  • Run477Run477 Posts: 1,331 ★★★
    I should clarify. I actually enjoy the prompts challenge. It’s a fun new take on the game. What I don’t enjoy is how it’s impossible to do all the prompts given the short timer and awful rng. I literally had use a special attack pop up, I think 7 times in a row, a few of those times with it having double. I can’t even count the number of intercepts I had to do.

    I felt super special anytime I didn’t start a fight having to complete two special attack followed by another complete a special attack prompt.

    The node itself is a decent concept. But the execution of it was just terrible.
  • Run477Run477 Posts: 1,331 ★★★
    What I do love is when players who play map 4 come into these chats to tell us stuff is “optional.”

    Honest question—what is the point to making a game mode that isn’t fun? Isn’t the point to a game mode that you want to do it, not that you “have to do it?“

    Telling me something is “optional” doesn’t really make sense in that context. Yes it’s “optional,” but it should still be enjoyable and doable. Like I said, I like the concept. The execution was poor.
  • VoltolosVoltolos Posts: 651 ★★★
    They already said in another thread that they are looking at possible adjustments
  • lowlevelplayerlowlevelplayer Posts: 3,641 ★★★★★
    Arsoz said:

    DalBot said:

    Arsoz said:

    its not like they are forcing you to do map 7

    P.S. - the players who are turned off by this and would be leaving are the very ones who subsidize the game so that it can be F2P for most everyone else
    Why would people leave because of one single gamemode thats dumb there are other game modes too
    alliances are pretty much the biggest MCOC game mode. Most of these people that are running map 7 have already 100% all content
  • CoatHang3rCoatHang3r Posts: 3,594 ★★★★★
    Run477 said:

    What I do love is when players who play map 4 come into these chats to tell us stuff is “optional.”

    Honest question—what is the point to making a game mode that isn’t fun? Isn’t the point to a game mode that you want to do it, not that you “have to do it?“

    Telling me something is “optional” doesn’t really make sense in that context. Yes it’s “optional,” but it should still be enjoyable and doable. Like I said, I like the concept. The execution was poor.

    While you make some good points in the op...

    As a map 7 player I say it’s optional as well. People do make it out to be mandatory though.

    What’s the point of making tiers for modifier rewards if they are not meant to be used as well? If some things are unenjoyable or impossible you can still earn rewards for the ones you do use, While you work toward being able to achieve higher tiers.

    Just give it time though since Kabam is now outsourcing development and design to the community.
  • Mcord117Mcord117 Posts: 1,490 ★★★★
    maybe I am just a huge scrub but these modifiers kinda suck in map 6 as well. I know it is not as specific as map 7 but I have not enjoyed the first 2 maps using them in any way shape or form. I have enjoyed the new timers
  • Mcord117Mcord117 Posts: 1,490 ★★★★
    edited July 14

    I absolutely hate what Kabam’s doing. They’re acting like they’re improving the game, but it’s all god damn lies. They’re not making things good, they’re just making things a little less sub-par. This new map 7 stuff isn’t FUN. It’s boring, time consuming and a cash grab.

    This is making being a F2P fairly endgame player, such as myself and many others, nearly impossible.

    If a fight can’t be soloed, it shouldn’t exist. You shouldn’t NEED to use more than one or two revives ,if any. See: the abyss, and more specifically the Nameless Collector. People spending hundreds/close to a thousand units on a SINGLE. FIGHT. What? How is any of this fair to the community. Kabam needs get their act together. Releasing a Sabretooth crystal and then NERFING HIM.

    why just why

    oh and sorry for going off topic lmao

    brian grant can do it somehow. I guess king groot is the new king of AQ
    he utilized the time out "exploit" in order to do it, on day 1. this is completely counter to what kabam claims they are trying to do.

    we are using the cower of power global for map 6 today. The sentinel with 100% power gain and strike back I almost decided to just pause the game and let the time run out once I was out of charges due to the massive increase in health pool . I opted to dace around and wait for the charges to come back. By they time they did I had lost half my health anyway and just managed to finish the fight with 8 seconds left. On day 3, a fight I would end in 1:30 easily day 5 prior using master modifiers. These modifiers are not good
  • ArifuteraArifutera Posts: 83
    edited July 14
    I just came here to say, I used ghulk for starbust and completed all the prompts, it's close but you can do it....especially with the Regen, you can be aggressive and try for intercepts, if you get hit, you will regen back the damage...
  • DalBotDalBot Posts: 1,251 ★★★★
    edited July 14

    Hey all,

    We are not ignoring this. We're looking over the feedback, and are already looking at tuning changes we can make, as well as having discussions about more.

    What about all the teams that would normally complete Map 7 with the highest modifiers but can't do it this week because of these changes? Will they be compensated? Many alliances are having to make choices today about what to run based on how poorly the first two days of modifiers were laid out.
  • Mcord117Mcord117 Posts: 1,490 ★★★★




    First, I know a lot of talk about the Roadmaps is coming up, and I want to remind you that this stuff was already in the works/completed before the Roadmaps were started, and what you saw in there included a bunch of pivots that we plan on making. This isn't an excuse for the troubles you're facing now, but the reason why this doesn't reflect what you read in there.
    .

    I appreciate that you came in to update everyone and that the team is looking at this. These modifiers are a continuation of everything the community was angry about. Of course timeline wise it is obvious that these were in works prior because it takes time to develop, I totally get that. The issue is that kabam knew these were counter to everything you were saying in the road map and still released it. Why? Why not delay and tweak, why do it in a public beta format where real items are being used? If what was being said in the road map was meant sincerely you cant justify putting these out, I am sorry. I just cant wrap my head around that. I do look forward to seeing what tweaks are made.
  • Mcord117Mcord117 Posts: 1,490 ★★★★
    And to reiterate I have never used this method prior to these modifiers. Not once.
  • TipoTipo Posts: 95

    Hey all,

    I'm combining some threads, and want to address this feedback.

    First, I know a lot of talk about the Roadmaps is coming up, and I want to remind you that this stuff was already in the works/completed before the Roadmaps were started, and what you saw in there included a bunch of pivots that we plan on making. This isn't an excuse for the troubles you're facing now, but the reason why this doesn't reflect what you read in there.

    We're already working on some Tuning fixes for pain points, and have already got some changes in mind for So Sayeth Doom, and Cascading Failure, as well as that Hulkbuster on Map 7.

    We're still looking at more feedback, but I do need to remind you guys that this is still going to be hard. It is meant to be hard and to be a challenge for the very top of the top Alliances. Most Alliances that ran Map 7 and Master level modifiers will not be ready to make the jump.

    Difficult is fine. Welcomed even. It’s the unavoidable bs that we complain about. The pattern is clear as day.
  • MkdemariaMkdemaria Posts: 110
    WOW - one day is worse than the next for these awful additions of new AQ modifiers.
  • walkerdogwalkerdog Posts: 311 ★★

    Hey all,

    We are not ignoring this. We're looking over the feedback, and are already looking at tuning changes we can make, as well as having discussions about more.

    Can you PLEASE PLEASE start testing these things more before releasing them? This should have been an optional test AQ for 2 days during the AQ off-week, and one that refunded item use so people could go nuts testing it out, seeing if they could overcome it, whether it was with certain champs or items/boosts. Instead, we get stuff like acid wash HBIM and some of these mods that appear to have hugeeee issues that some people were calling out almost immediately. They also seem to be going directly against the idea of removing pain points.

    This feels like a sequel to the AW offseason - this may have been in the pipeline before you started being responsive to customer feedback around March, but it shouldn't have been released in this state! Please consider either explaining your testing process (and releasing testing gameplay footage) or let the community and CCP test stuff before you finalize it, because you keep dropping products that are going in the wrong direction.

    I'm trying to keep this upbeat as I can. I'm not trying to insult or be cruel. I just want a fun gameplay mode.

    Thanks!
  • TipoTipo Posts: 95
    Mkdemaria said:

    WOW - one day is worse than the next for these awful additions of new AQ modifiers.

    Depends on what order. Thank the lord we knocked out so sayeth doom day 1. Item use was insane.
  • MSpawnMSpawn Posts: 82
    edited July 14

    Hey all,

    I'm combining some threads, and want to address this feedback.

    First, I know a lot of talk about the Roadmaps is coming up, and I want to remind you that this stuff was already in the works/completed before the Roadmaps were started, and what you saw in there included a bunch of pivots that we plan on making. This isn't an excuse for the troubles you're facing now, but the reason why this doesn't reflect what you read in there.

    We're already working on some Tuning fixes for pain points, and have already got some changes in mind for So Sayeth Doom, and Cascading Failure, as well as that Hulkbuster on Map 7.

    We're still looking at more feedback, but I do need to remind you guys that this is still going to be hard. It is meant to be hard and to be a challenge for the very top of the top Alliances. Most Alliances that ran Map 7 and Master level modifiers will not be ready to make the jump.

    I can respect this but seriously, If most alliances that ran map 7 with Master modifiers won't be ready to "make the jump", then what would a next level of progression look like considering the aforementioned is the peak at which an alliance does AQ? Why even release something that clearly wasn't designed for players to grow into? I get something being hard or challenging but downright unattainable? C'mon ethics here. Seems like if Alliances that were/are running Map7/Master mods aren't ready, there's no need for a next level. Just a thought.
  • MkdemariaMkdemaria Posts: 110
    If the goal was to increase the pool of champions that could be used in AQ, and reduce timeouts with CG, the exact opposite happened.
  • GrubGrub Posts: 133

    Hey all,

    I'm combining some threads, and want to address this feedback.

    First, I know a lot of talk about the Roadmaps is coming up, and I want to remind you that this stuff was already in the works/completed before the Roadmaps were started, and what you saw in there included a bunch of pivots that we plan on making. This isn't an excuse for the troubles you're facing now, but the reason why this doesn't reflect what you read in there.

    We're already working on some Tuning fixes for pain points, and have already got some changes in mind for So Sayeth Doom, and Cascading Failure, as well as that Hulkbuster on Map 7.

    We're still looking at more feedback, but I do need to remind you guys that this is still going to be hard. It is meant to be hard and to be a challenge for the very top of the top Alliances. Most Alliances that ran Map 7 and Master level modifiers will not be ready to make the jump.

    There’s a difference with content being hard and a challenge, to it being broken and just not fun to play because it revolves around having to timeout multiple times to complete it (exactly the opposite of what you stated the developers wanted).

    I’m all for difficult content that’s not just an item sink and money grab for Kabam. This new incarnation of AQ with these epic modifiers is not working.

    This AQ variation is really close to pushing the player base over the edge. It’s all over line chat how broken these nodes are and what a chore it has become to play AQ like this. Compounded with how you broke Alliance wars as well.....Kabam better be careful it doesn’t kill its game. You are not far off from losing a significant amount of the player base.
  • walkerdogwalkerdog Posts: 311 ★★
    Shrimkins said:

    No one is forcing anybody to do these new modifiers. They are designed to be hard.

    Do you think kabam is just going to give away t5cc shards easily? You're gonna have to pony up for that

    But they can do that without limiting answers to "sort-of one character, and even he ain't great, plus he's going to require multiple timeouts probably, which we've been trying to quit forcing you to do, great, let's put that out!"
  • Run477Run477 Posts: 1,331 ★★★
    DalBot said:

    Hey all,

    We are not ignoring this. We're looking over the feedback, and are already looking at tuning changes we can make, as well as having discussions about more.

    What about all the teams that would normally complete Map 7 with the highest modifiers but can't do it this week because of these changes? Will they be compensated? Many alliances are having to make choices today about what to run based on how poorly the first two days of modifiers were laid out.
    I know that I posted this thread complaining, but there should
    Tipo said:

    Mkdemaria said:

    WOW - one day is worse than the next for these awful additions of new AQ modifiers.

    Depends on what order. Thank the lord we knocked out so sayeth doom day 1. Item use was insane.
    Honestly, I’m glad we did it day 2. Had we done it day one, I’m not sure we would have cleared acid wash
  • TheTalentsTheTalents Posts: 1,264 ★★★★

    Hey all,

    I'm combining some threads, and want to address this feedback.

    First, I know a lot of talk about the Roadmaps is coming up, and I want to remind you that this stuff was already in the works/completed before the Roadmaps were started, and what you saw in there included a bunch of pivots that we plan on making. This isn't an excuse for the troubles you're facing now, but the reason why this doesn't reflect what you read in there.

    We're already working on some Tuning fixes for pain points, and have already got some changes in mind for So Sayeth Doom, and Cascading Failure, as well as that Hulkbuster on Map 7.

    We're still looking at more feedback, but I do need to remind you guys that this is still going to be hard. It is meant to be hard and to be a challenge for the very top of the top Alliances. Most Alliances that ran Map 7 and Master level modifiers will not be ready to make the jump.

    I said this earlier but for all end game content please have the CCP test before you guys roll these things out moving forward. It will save a bunch of time and resources to have them play the game and give you direct feedback.
    Anybody with consistent map 7 experience would've known this wouldn't have worked just completing section one with the doom or cascade modifiers on.

    Any updates on how you will change the modifiers specifically will put players at ease. It has been a tough week for map 7 players. I would also suggest just completely removing Hulkbuster and adding another champion there.
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