Removing Stubborn Defense Tactic
jay_says_hi
Member Posts: 22 ★
I really try not to make negative posts, but I've really gotta get this one off my chest. Why hasn't stubborn been removed from the game yet? EVERYONE hates it. It is truly terrible game design. Penalizing players for avoiding taking damage is essentially the same as penalizing players for dealing damage. Which means stubborn is roughly equivalent to creating a node that says "Attacking this defender causes you to lose x-percent health with every hit. This ability cannot be bypassed." Punishing players for using the FUNDAMENTAL mechanics of the game is the exact opposite of what people find enjoyable. It should never be done, under any circumstances.
Creating tricky nodes that can be played around with skill is fine, and I truly enjoy facing new, well-designed challenges, but that's not at all what stubborn is. It makes every fight affected by it less enjoyable for the players. And what confuses me the most is why Kabam is so unwilling to admit mistakes when they make them. What is the possible reason for not saying "Hey guys, we've noticed that none of you are fans of the Stubborn defense tactic, so starting tomorrow it will no longer be available for Alliance War"? The game designers tried something new, and it didn't work. It's not a big deal, just fix it and we'll all move on.
But if for some reason removing the node altogether is too much to ask, then fine, please just update it so it operates in a way that doesn't take fundamental mechanics off the table.
There. Fixed. Now a player has incentive not to trigger a dodge or a miss, but the node can be played around. With either of those modifications it wouldn't define the entire narrative of every fight it affects. It would operate just like Flow, Dodge, etc. Defense tactics as a concept are great, but they should never break the fundamental mechanics of the game that many of us have taken years to master.
Am I alone in feeling this way? I honestly want to throw my hands up and quit alliance war because of this one terrible node, and it's really sucking the enjoyment out of the game for me right now.
Creating tricky nodes that can be played around with skill is fine, and I truly enjoy facing new, well-designed challenges, but that's not at all what stubborn is. It makes every fight affected by it less enjoyable for the players. And what confuses me the most is why Kabam is so unwilling to admit mistakes when they make them. What is the possible reason for not saying "Hey guys, we've noticed that none of you are fans of the Stubborn defense tactic, so starting tomorrow it will no longer be available for Alliance War"? The game designers tried something new, and it didn't work. It's not a big deal, just fix it and we'll all move on.
But if for some reason removing the node altogether is too much to ask, then fine, please just update it so it operates in a way that doesn't take fundamental mechanics off the table.
- Dodging an attack grants the defender a 6-second indestructible buff that can be removed prematurely by blocking a hit.
- OR
- Current description.... This ability goes on cooldown for 10 seconds after the indestructible buff is removed.
There. Fixed. Now a player has incentive not to trigger a dodge or a miss, but the node can be played around. With either of those modifications it wouldn't define the entire narrative of every fight it affects. It would operate just like Flow, Dodge, etc. Defense tactics as a concept are great, but they should never break the fundamental mechanics of the game that many of us have taken years to master.
Am I alone in feeling this way? I honestly want to throw my hands up and quit alliance war because of this one terrible node, and it's really sucking the enjoyment out of the game for me right now.
Post edited by Kabam Zibiit on
20
Comments
Stubborn Man-Thing on Vigourous Assault Mini on Boss Island means that he's almost always unblockable so you HAVE to dex his attacks. He then goes Indestructible that you can only remove by taking a blocked hit or getting hit... oh wait, he's Unblockable!
So then you have to either wait out the Regen buff while doing no damage, or take a hit (this is high tier war btw, so you're pretty much dead if that happens). There are like 2 real counters - Warlock and BWCV.
It's a tough fight even with them – check Karatemike's 1st War vid of the season.
Edit: Spacing. I realize now that the return key is my friend.
Let's say you're skilled at intercepting enough to avoid triggering any dexterity for three full 5-hit combos. Now you need to bait Thing's special 1 to get rid of his rock stacks. Even if you successfully avoid his (often fully-unblockable) special attack without dexing, you're backing yourself into the corner by doing it. And as we all know, the closer you get to the back wall, the harder it is to time your dodges to avoid triggering dexterity. You will inevitably be forced to trigger a dexterity to dodge a special or one of his heavy attacks (which on their own have a considerable reach). Once you have done this, in the vast majority of cases, the fight is lost. There is no established skillset that allows you to eat a blocked hit, THEN get out of the way of the rest of a combo (or heavy) without dexing. It can be done if the AI chooses to hold its heavy charge, but that is fully out of the control of the player. So 9 out of 10 times, as soon as you remove his indestructible by eating a blocked hit, he regains it when you avoid THE REST of his hits (reminder: you cannot parry a single time on this node. So parrying to remove indestructible and then counter-attacking is not an option).
Now conventional wisdom suggests this fight might be easier if you brought a champion with access to slow (preferably with class advantage too), so you don't need to worry about baiting specials and will have more control over the pacing/spacing of the fight. But you would be incorrect. You are only able to gain power on node 53 when a damaging debuff is applied to the defender. Thus, Stealth Spider-Man, She-Hulk and Spidergwen are not viable options. None of them apply damaging debuffs, so the entire fight would be done at zero power. Considering Thing's health pool AND protection shielding when awakened, you would time out before you could get him down.
Am I missing something? I've been playing this game for more than four years and have never seen something so ridiculous. I just told my alliance I'm quitting war because it's obvious no one thought through how all these interactions were going to work when these nodes/defense tactics were released. I'm seeing tons of resource usage from my alliance and our opponents and we're not even in a highly competitive tier (we've intentionally dropped all the way to Gold 2 from Plat 4 because we all agreed war season rewards still aren't even close to worth it for the effort/hassle).
@Kabam Miike @Kabam Zibiit @Kabam Vydious @Kabam Porthos @Kabam Lyra What were the designers expecting players to do in this scenario? Is there a counter outside of Red Guardian who PLENTY of players obviously don't own yet? Are we just supposed to spend resources on revives and potions until we pull Red Guardian? Is the game team aware of how much people hate this truly terrible node? As a long-time player (and also as someone who has spent entirely too much money on this game over the years) I'm just looking for some acknowledgement from Kabam that your team understands how broken and not fun this is and how much attrition it's going to lead to.
Lagacy's video where he died to Stark is a proper example of this. Yes he was boosted for rage which isn't a good choice, but if needed, you can play the fight without Parrying or taking blocked hits. But since he faced a Stubborn defender, he had to die. That was all. Unless using an invul boost, there was a zero percent chance he could survive just because he had to take a blocked hit. Which makes no sense.
Omega with suicides is not what "everyone" can run. And understand the spacing also depends on whether he throws specials, whether he gets stingy. I personally use void. I have soloed the thing boss multiple times now with void. But every fight, every fight is totally different. Omega/ void requires a more cooperative AI. Having to block to take damage for stubborn is totally ****. One missed shallow evade, just one and you need to take block damage. Not fun.
The mechanic of "take a hit to accomplish something" isn't an established game mechanic, and NO ONE wants it to be. Especially if, after taking that hit, you can't THEN dodge to safety to avoid taking four more on your block or eating a heavy, without risking triggering another dex and needing to repeat the entire process over again. Look at the Abyss Cyclops fight. They made the mechanic that you are REQUIRED to parry every other special 1, but they set it up so you will take no damage when doing this. Perfect example of testing skill with a challenge, but understanding the game enough to know that the game mechanics needed to be modified to implement that challenge effectively.
also u should get hit hit on block pay2win where is the skill in getting hit
REMOVE DEFENSE TACTICS