I don't think it's all that bad unless the defender has unblockable specials. And I don't like how sometimes the defender is out of reach when attacking right after the root
so for feedback and this may have been just a general control issue with the game but i noticed it here ... whenever the defender would build to an SP1, i would get stuck from doing any action .. couldn't throw a heavy attack etc and this happened without them throwing a special. i would just get stuck as if to be rooted whenever they got to a special.
i was using AA and it's the only champ I noticed it on. but he was definitely stuck from any action. no rooted circle. no special attack thrown but i couldn't throw a heavy attack or move.
and this was not after a special was thrown or after any rooted had happened.
overall it's not bad, but just seem kind of a pointless new mechanic to add to the game. Makes you have to consider what special attacks you want to dex while rooted, but it just seems unecessary overall I feel Kabam can do a lot better than this.
side note, i actually liked the root mechanic believe it or not. i fully dexed Rogue's specials, Iceman's SP1, Colossus' SP1 and SP2 with ease ... heck being rooted, I dexed Iceman's SP1 perfectly multiple times for the first time ever LOL .. it felt easier for me when rooted to dex all the specials.
there's room for improvement and for sure some situations this would be a NIGHTMARE but i personally found it pretty cool if only because it allowed me to evade specials that i normally have issues with.
Terrible way to introduce the concept if it isn’t intended to be a node mechanic.
You REALLY dropped the ball. As you could have announced a Groot or King Groot rework, added the mechanic naturally, and introduced it that way. This way would have showed a new mechanic, in perfect context, whilst also getting players excited to try it out at their discretion.
Instead, you chose to smash the mechanic in everyone’s face front and center by annoying the player base and using it as a node and then asking for feedback from your now disgruntled player base.
Same mechanic, released in different ways, likely vastly different reactions.
Ideas are a commodity. Execution of them is not.
Don't know why so many disagrees, but yeah. Even all things aside, the execution of the idea itself is bad.
I'm not a fan. My main issue with it, is that it lingers a touch too long, so punishing specials is made pretty much impossible. Just like the guy above that posted a video of Ghost kicking the air instead of making contact. I had this same issue with Dr. VooDoo in the new EQ. I was going against Magik and successfully evaded her sp with the root thing, but I couldn't hit her because it didn't let me do a dash right away. This made me get hit with a combo, where as 99% of the time,. I would be the one landing a combo.
I also don't understand the reason behind this mechanic. If I dex or evade a special, why do I just stand there now with a purple glow around me that limits my movements. I do believe the reason is to limit being able to punish specials, which is ridiculous and seems like a cash grab for some content.
This wouldn't be an issue in arena, but in story mode, EQ and incursions, we are basically being forced to re-learn the game and the way he practiced so hard to learn.
If this mechanic was to improve gameplay, you guys missed the mark big time.
I'm not a fan. My main issue with it, is that it lingers a touch too long, so punishing specials is made pretty much impossible. Just like the guy above that posted a video of Ghost kicking the air instead of making contact. I had this same issue with Dr. VooDoo in the new EQ. I was going against Magik and successfully evaded her sp with the root thing, but I couldn't hit her because it didn't let me do a dash right away. This made me get hit with a combo, where as 99% of the time,. I would be the one landing a combo.
I also don't understand the reason behind this mechanic. If I dex or evade a special, why do I just stand there now with a purple glow around me that limits my movements. I do believe the reason is to limit being able to punish specials, which is ridiculous and seems like a cash grab for some content.
This wouldn't be an issue in arena, but in story mode, EQ and incursions, we are basically being forced to re-learn the game and the way he practiced so hard to learn.
If this mechanic was to improve gameplay, you guys missed the mark big time.
Well, you also have to keep in mind that this is only a node that uses the mechanic, not what the mechanic solely is.
REMINDER: This is only the first node of (I believe) seven. Sure you can heavy counter more with THIS node but before everyone judges the ability wait till the end of the week.
I’d love to further test this mechanic out, but I think you did this on the wrong month. You should’ve done it on one of the side events that allows entry into every difficulty, such as last month’s. The ‘perfect dex” skill Rooted teaches could end up being very valuable in the future, and I’d like to be able to play around with it more than 30 minutes a day
I am not liking this new mechanic much. I don't play Quake because I really don't like the feeling of being pinned against the wall. Oddly enough good Quake should not mind Root.
I guess I will try to play around the mechanic with Magik and Stark Spidey. Or actually use Quake...
there's some weird stuff that has happened to me with ghost
this one might have just been me going in too early, but it certainly is annoying.
Something else that happened that I didn't record was me phasing a special attack, and I used a medium and it was like I had finished my combo with a light attack. I didn't move at all and my hero had that down time when you recover from a combo and the opponent dashed in and attacked me. super weird
Yup. Seems like it lingers a bit like Emma's reverse controls
This is currently my primary issue: disruption of normal champ movements once the Special is past. To the extent it prevents counterattack —which had a small window to begin with at Cav level AI speeds—it needs to be modified.
The execution is "dodgy" (see what I did there?) at best. The route Kabam has taken to introduce the root is rooted in unit/money grab.
It's an interesting way to develop special evade skills, but direct introduction to a timed, "one attempt or bust" quest, makes it a "grab" mechanic from the community rather than a "give" mechanic. No training, no trials, and straight into the line of fire (or bleed, or shock, or what-have-you).
A slightly better way to execute this would've been an introduction in a more "try again without losing your gate key", and the best way would've been a separate arena or something where you could practise this for a time before being introduced in the main stream of the event/side quest the player base looks forward to.
Massive fail in execution. I'm surprised that I'm amazed at this going by the last few months' experience (except Mutant Island, which was great).
I really enjoyed the mechanic. It forces you to think and evade specials you never really had to think about before (mostly melee ones like rogue, colossus, etc.) and when you do it just right you’re still close to them and can start wacking them on the head instantly when they’re done.
I personally didn’t had any delay after their specials, so it was very easy to punish those specials. I did however lost input reaction once between two specials, but hard to say if it was because of root.
Overall I find the idea very interesting and can’t wait to see where you will be heading with that!
Ok having played the side quest. I have to say I am not happy with the direction Kabam is headed here with the new root node. I have spent years playing this game and updating masteries so I don’t take block damage or get hit with a special dead on. You are forcing us to accept something you deem is good for the game but I cannot for the life of me figure out what was being thought of during the design and implementation of this node. Was it merely to spend more units revives and potions to have a chance to play in the game? So take Colosus his special 2 is unblockable yet in your mind it’s a great idea to pin me to the ground so I have no choice but to take the full special and die. I am super disappointed at what this node means for so many unblockable specials with the new champs. I get it that I should be able to dex all specials but quite honestly you are taking away my freedom to play this game my way. I should not be penalized for being able to read the attack and then remove myself from said attack with out taking damage. I suddenly feel like I am chained down and I have to suffer for some unknown reason in Kabams way of thinking I hope you find this one small example logical and consider this node to be an infringement on the freedom of the way we have all played this game since it’s inception. DIG UP THE ROOT AND UNCHAIN US TO PLAY !!!!!!
After further testing, this becomes problematic when in the middle of moving, like Evades and Mediums. Having AI that releases Specials whenever it wants stops you in your tracks and doesn't allow enough time to go into a Dex once it freezes you. Just a heads up for anyone.
There should at least be a benefit, even a little. When you parry, the opponent gets stun. Whenever you dex, you'll gain a precision buff. When you get rooted, you'll just have to accept it. It's fun, yes, but make it feel rewarding whenever you dex while rooted or something interactive.
I reran the quest today and while fighting cyclops with ghost something happens.
I was at the edge of the screen and after phasing his sp1 I went for a medium but all it did was ghost dona medium at the end of the screen and I was not able to punish the special. After ward I decided to wait a while before punishing and that caused cyclops to easily block my attack.
This also means for champion like killmonger who punishes specials to gain truestrije he can't if he's far from the opponent
Happened to me as well. I think they need to adjust the mechanic so that it deactivates when you dash foward. That said, it's an unnecessary anti-player mechanic imo and is better off scrapped. I do like that Kabam are trying new things to keep the game fresh but not everything will work or translate positively to the player base and this is one of them.
So here's my feedback after first time trying it (completing whole legendary diff side quest): 1) it is really nicely done graphically. It feels like the character can move a bit and that actually makes it feel good 2) this form (rooted while sps) can teach players to dex, however it can mess up your combos a bit, since you dash in only a tiny distance 3) against unblockable sps (Colossus) it can get quite annoying 4) NEVER combine this node with Counterstrike. It'd be pure cancer, I mean it
who were the champs you faced?
I had actually very easy path. Cyclops, Storm, Magik, X-23, Iceman, Wolverine, Colossus and idk who else. Hardest was that 35k Iceman
Comments
i was using AA and it's the only champ I noticed it on. but he was definitely stuck from any action. no rooted circle. no special attack thrown but i couldn't throw a heavy attack or move.
and this was not after a special was thrown or after any rooted had happened.
there's room for improvement and for sure some situations this would be a NIGHTMARE but i personally found it pretty cool if only because it allowed me to evade specials that i normally have issues with.
I also don't understand the reason behind this mechanic. If I dex or evade a special, why do I just stand there now with a purple glow around me that limits my movements. I do believe the reason is to limit being able to punish specials, which is ridiculous and seems like a cash grab for some content.
This wouldn't be an issue in arena, but in story mode, EQ and incursions, we are basically being forced to re-learn the game and the way he practiced so hard to learn.
If this mechanic was to improve gameplay, you guys missed the mark big time.
I guess I will try to play around the mechanic with Magik and Stark Spidey. Or actually use Quake...
Dr. Zola
It's an interesting way to develop special evade skills, but direct introduction to a timed, "one attempt or bust" quest, makes it a "grab" mechanic from the community rather than a "give" mechanic. No training, no trials, and straight into the line of fire (or bleed, or shock, or what-have-you).
A slightly better way to execute this would've been an introduction in a more "try again without losing your gate key", and the best way would've been a separate arena or something where you could practise this for a time before being introduced in the main stream of the event/side quest the player base looks forward to.
Massive fail in execution. I'm surprised that I'm amazed at this going by the last few months' experience (except Mutant Island, which was great).
I personally didn’t had any delay after their specials, so it was very easy to punish those specials. I did however lost input reaction once between two specials, but hard to say if it was because of root.
Overall I find the idea very interesting and can’t wait to see where you will be heading with that!
That said, it's an unnecessary anti-player mechanic imo and is better off scrapped. I do like that Kabam are trying new things to keep the game fresh but not everything will work or translate positively to the player base and this is one of them.