The delay from the evade to a potential punish needs to be reduced, I hate the fact that I am forced to slow my reaction to suit this mechanic and hard AI doesn't wait around to be hit while I stand there doing nothing.
And yeah, I don't like it on inverted controls either.
I don't know about anyone else but I usually tap against the block a couple of times then back away and this lets me avoid the first part of multi hit specials and set up for subsequent evades.
Being forced to re-learn how to evade isn't fun and interactive to me.
Not fun and doesn't make sense, do you want us just to stand still and eat specials, as if you want to make sure that we use revives and potions, I don't want to see it in future contents, bury it...
4 part unblockable special attacks on root is a hard time..... But you already knew that when you started giving everyone unblockable.... Hey how does one escape from an unblockable nearly undexable special? You can't. Other than that, with specials that can easily be dexed, it is an unnecessary inconvenience that forces players to play in a way the game dictates which completely shuts down optimal play for attacker champs as each player and champion has to be played in a particular manner to aml out best possible results.
It is like being against the wall. It is fine for specials you can easily dex.
It reminds me of encroaching stun. Just a way to throw off the rhythm of the fight. If everything lines up right it's not bad but sometimes it seems like if u do a 5 hit combo and go to back up before they use a special, it will actually pull u back in a little. Maybe a frame rate thing, maybe a glitch, maybe intended.
Personally I don’t like this mechanism. Unless this would be an extra ability for some of the champs (like buff they need to activate in certain way to use during SP)
I don't mind the node if it is a niche node that can appear once in a blue moon. If it becomes common, then you need to introduce a way to disable or counter it, same as with any other node in the game. If it stays as it is now, it basically kills champs like Omega, who rely on being close to the opponent and makes any opponent with unblockable or a very complex special basically impossible to fight. Also champs like Sunspot, who do a lot of damage even though a block, will become an absolute nightmare. So, overall, if you put it in some context (giving a way to disable it and rewarding for being caught in it) and make it a niche node, it can work, but just making it mainstream as it is now will make a lot of people think twice about continuing to play the game.
I hate this new mechanic. It's not how we're used to platy. Take for example rogue. When she starts throwing her special we just dash back and then punish. But now that we're rooted we're stuck there and we gotta time 3 evades to avoid getting wrecked. I really hate it and I failed miserably during my first run. Had to use 3 revives to clear. And if I want to be able to purchase what I need I'm forced to run legendary where the very annoying node means that if you lose the combo you get oneshotted. Nice very nice.
Feedback on the first day (rooted during the defender's specials) : I didn't hate it. Which surprises me a lot. But didn't like it either. It felt mostly unecessary, and sometimes annoying. Most of the time it didn't change anything to how I would have dealt with their specials, but it became a little bit of a pain when the Defender didn't want to launch their specials, baiting was like playing russian roulette... if they chose to launch it the millisecond right after you initiated a dex, most of the time you're screwed.
Also, reading back the Dev Diary, and I quote :
Both will first come in the form of Event Quest or special event before becoming the kit of a new Champion in the future.
“Root” – Imagine locking a Champion to a spot, but still allowing them to attack, block, parry, and dex – well this is the concept behind “Root”. “Rooting” a Champion makes melee Champions’ Special Attacks incredibly dangerous, makes Dexterity a powerful tool in standard gameplay, and offers up some unique attacking options. We’re excited by the potential of this quirky mechanic.
From this, I understood this would be a new ability for future champions (after testing in a side quest like this month), something that would be beneficial for us, something we would want to do and initiate ourselves for the benefit it would bring, not apparently what is going to become yet another punishing node.
I also agree that it would have been far more judicious to introduce this new node/mechanic in a freely accessible side quest, not one like this month where you can only enter one difficulty, once per day. Fortunately, I have a mini account where I could get the hang of it before going in on my main...
And to be a little more controversial, I know like Miike said this thread is supposed to be about the root mechanic and nothing else, but, I feel the timing of its introduction isn't the best : I find it a little bit annoying that you would spend precious dev time on this when there are many bugs that need fixing yesterday, like we've seen for the past two months. Anyway, your game, your company, your rules, but it had to be said.
Granted it was only the first day... let's see how that root thing evolve in the next week(s), with the various conditions. But so far... not a fan. Hopefully you can still turn this into a winner !
Root was fun at first, until I realized that you are basically just fighting in the corner during specials. It is not bad on most champs, but some champs together with root make for a really fun & interactive experience. You are forced to block specials that you simply can't evade, and if it's unblockable or they get beefed up with attack nodes then it's gg.
Hoping to never see it back again, or at least very controlled with specific champs that make it not complete bs.
To add on, and sorry if this has been mentioned before, the way they introduced this is bad. It's a new mechanic that's been added to a quest where there's a time and resource limitation, you fail, you lose. Simple as that, the gauntlet, the radiation and the potential items you would purchase with said radiation. It feels like, if you're confused, well too bad mate, give me those gauntlets, better luck tomorrow I guess. The event is great and the way it works, but root inside all of that is just a bit frustrating and gimmicky. Also, I'm not against a challenge and I'm not a parry hit kinda player, actually have been working towards using parry as little as possible because in some match-ups (Act 6) even parry took a couple percent off of me,BUT, I don't think we should rate mechanics/nodes as bearable and unbearable but fun and challenging and... Well not fun. This, in some fights, is bearable and fine, but that's not really what we should be striving for to be added in the game.
To add on, and sorry if this has been mentioned before, the way they introduced this is bad. It's a new mechanic that's been added to a quest where there's a time and resource limitation, you fail, you lose. Simple as that, the gauntlet, the radiation and the potential items you would purchase with said radiation. It feels like, if you're confused, well too bad mate, give me those gauntlets, better luck tomorrow I guess. The event is great and the way it works, but root inside all of that is just a bit frustrating and gimmicky. Also, I'm not against a challenge and I'm not a parry hit kinda player, actually have been working towards using parry as little as possible because in some match-ups (Act 6) even parry took a couple percent off of me,BUT, I don't think we should rate mechanics/nodes as bearable and unbearable but fun and challenging and... Well not fun. This, in some fights, is bearable and fine, but that's not really what we should be striving for to be added in the game.
I agree, they should have introduced it in a mode that doesn't have an important entry cost.
I do not like it Sam-I-Am I do not like Root I would not like it here or there I would not like it anywhere...
Anyways, you get the picture. I have tried it with two quests and find the timing difficult. You are messing with my motor memory. Can't wait to see the other creative ways you have decided to implement this to make fights more difficult.
Not a fan at all. Never had a mechanic in this game make me angry before, but this one did. If this game ran perfectly, like other fighting games, at a locked 60 fps and no issues, then maybe this mechanic could work. But this game is too inconsistent with frame rate and dropped inputs for this idea.
Introducing it in a timed event with limited entry also the worst possible introduction to it. My enjoyment of the event is going to be non-existent because of root.
I really hope this node doesn’t get scrapped as a result of all this undeserved hate. No people, challenging your automatic motor functions and switching things up a bit is not a “cash grab”. Adapt and get used to it. It may need a few timing touch ups and changes on when it goes down, but overall I found it to be a fun twist and I give my kudos to kabam for this. Made the shadow raids quite fun.
I really hope this node doesn’t get scrapped as a result of all this undeserved hate. No people, challenging your automatic motor functions and switching things up a bit is not a “cash grab”. Adapt and get used to it. It may need a few timing touch ups and changes on when it goes down, but overall I found it to be a fun twist and I give my kudos to kabam for this. Made the shadow raids quite fun.
There’s still need a more practice with it and hav to time evade because for me I’m ghost most so I’m don’t hav to deal with it do try it with offers. Since. Need to learn but the more the fight go one the more mistakes I’m do
Comments
And yeah, I don't like it on inverted controls either.
I don't know about anyone else but I usually tap against the block a couple of times then back away and this lets me avoid the first part of multi hit specials and set up for subsequent evades.
Being forced to re-learn how to evade isn't fun and interactive to me.
It is like being against the wall. It is fine for specials you can easily dex.
It is an absolute disruption of the mechanics of the game and the style of play. The game is supposed to be a challenge not a stupid bug.
It would be great though if we could be freed just a fraction of a second earlier to be able to punish reliably.
And it certainly made for a much easier gauntlet quest than the Squirrel Girl version.
I didn't hate it. Which surprises me a lot.
But didn't like it either.
It felt mostly unecessary, and sometimes annoying. Most of the time it didn't change anything to how I would have dealt with their specials, but it became a little bit of a pain when the Defender didn't want to launch their specials, baiting was like playing russian roulette... if they chose to launch it the millisecond right after you initiated a dex, most of the time you're screwed.
Also, reading back the Dev Diary, and I quote :
“Root” – Imagine locking a Champion to a spot, but still allowing them to attack, block, parry, and dex – well this is the concept behind “Root”. “Rooting” a Champion makes melee Champions’ Special Attacks incredibly dangerous, makes Dexterity a powerful tool in standard gameplay, and offers up some unique attacking options. We’re excited by the potential of this quirky mechanic.
From this, I understood this would be a new ability for future champions (after testing in a side quest like this month), something that would be beneficial for us, something we would want to do and initiate ourselves for the benefit it would bring, not apparently what is going to become yet another punishing node.
I also agree that it would have been far more judicious to introduce this new node/mechanic in a freely accessible side quest, not one like this month where you can only enter one difficulty, once per day. Fortunately, I have a mini account where I could get the hang of it before going in on my main...
And to be a little more controversial, I know like Miike said this thread is supposed to be about the root mechanic and nothing else, but, I feel the timing of its introduction isn't the best : I find it a little bit annoying that you would spend precious dev time on this when there are many bugs that need fixing yesterday, like we've seen for the past two months. Anyway, your game, your company, your rules, but it had to be said.
Granted it was only the first day... let's see how that root thing evolve in the next week(s), with the various conditions. But so far... not a fan. Hopefully you can still turn this into a winner !
Hoping to never see it back again, or at least very controlled with specific champs that make it not complete bs.
Also, I'm not against a challenge and I'm not a parry hit kinda player, actually have been working towards using parry as little as possible because in some match-ups (Act 6) even parry took a couple percent off of me,BUT, I don't think we should rate mechanics/nodes as bearable and unbearable but fun and challenging and... Well not fun. This, in some fights, is bearable and fine, but that's not really what we should be striving for to be added in the game.
I do not like Root
I would not like it here or there
I would not like it anywhere...
Anyways, you get the picture. I have tried it with two quests and find the timing difficult. You are messing with my motor memory. Can't wait to see the other creative ways you have decided to implement this to make fights more difficult.
Introducing it in a timed event with limited entry also the worst possible introduction to it. My enjoyment of the event is going to be non-existent because of root.