I think rooted is a solid concept and it added an interesting twist to this month’s SQ. I do think the concept and most of the root nodes should live on. However I do think root’s introduction could have been executed better. Introducing it along with combo party multiplied frustration for first time learners. This node is a bit weird and it makes you wanna pay a bit differently but people will get used to it eventually. Root is facing pretty much the same exact ‘criticism’ and complaints that reverse controls faced when they were first dropped. The idea shouldn’t be scrapped and I think people will eventually come to get used to it. The only root node I truly think should be scrapped is root on heavies. Aside from that I’d be fine with root staying and being put in future content as an occasional node.
I think rooted is a solid concept and it added an interesting twist to this month’s SQ. I do think the concept and most of the root nodes should live on. However I do think root’s introduction could have been executed better. Introducing it along with combo party multiplied frustration for first time learners. This node is a bit weird and it makes you wanna pay a bit differently but people will get used to it eventually. Root is facing pretty much the same exact ‘criticism’ and complaints that reverse controls faced when they were first dropped. The idea shouldn’t be scrapped and I think people will eventually come to get used to it. The only root node I truly think should be scrapped is root on heavies. Aside from that I’d be fine with root staying and being put in future content as an occasional node.
I’m wil Hav to said I’m like the idea of the node but the fundamental of the game is is u hit there move away and it felt like there evaded you’re attack felts so Wierd. Play one my alt where’s I’m didn’t had that great champions and that’s rooted is u can’t hit them unless ther at the couner and no space. between you and the opponent wasn’t the best and as u said the node combined was like one mistake and Instant death wasn’t that fun I’m like the idea just the node combined make not fun instead deadly
@Kabam Miike@“Kabam Boo” It’s such a disappointment, even after the “dev diaries” this continues to happen.
Cash grab nodes such as this one, remind me of act 6, which left a really bad taste in my mouth. There are so many already in the game, why continue to add more and more. Yes, there are a few days with the right champ or game play can be very straight forward, but we all know how this goes, node combos are NOT created to challenge players.
Anyways, would love for this node NOT to become a BIG pain, or I would have to finally make the decision to spend my money elsewhere.
Looks like it's bugged - I just happen to proc parry on heavy, opponents heavy triggered root, but it stayed active until I evaded one more heavy
Overall - can't say I like it. Only makes game more difficult in terms of skill, wich may be fine, but nothing enjoyable. Also why is it called new mechanic? It works just like any other node, unless you can't somehow control it or use in your own advantage.
New mechanics should not be introduced on a quest you have to do daily. I've had to drop down one level of difficulty because i did not find the new mechanic fun. Maybe if it was once a week I would have played them but not on a daily basis. You ask people to do beta tests sometimes...those would be the time to introduce a new mechanic and see what people's feedback is on them. Maybe our introduction of this mechanic would have been a less punishing version and feedback would have been more positive.
Plz don't add root on next month side Quist...it's fun for sone guys but not for everyone...let root be in other things....not in side Quist this directly effect on progression..
The amount of attacks that whiff bcuz of knocking the AI out of range makes the root mechanic seem poorly designed and unfinished. As is? I'll probably be skipping root content until it feels polished and balanced.
The entire root mechanic sucks. Whenever player movement is hindered or messed with in any way in any video game, it's super disorienting and it almost never feels good. Whether it's a hinderance (like this root mechanic) or a bonus (think the power up sneaker in the sonic games), it is super jarring to the player to have basic control of your character altered, especially when it's outside of your control.
I did not have fun with any of the root nodes, especially when coupled with combo party. Most of my powerful characters are 5r4s, and one normally inconsequential slip up through the fight (a slightly slower than usual dex, for example) turns into a 40 unit spend. I've had to quit out of the quest more times than I've finished it, even playing on the "easier" days. It's not enjoyable. Please ditch root and don't mess with player movement in the future.
I have mixed feelings towards it. Like someone said earlier, I haven't really found huge issues with it but I don't like it. I like that Kabam is working to make the game more fun, nothing wrong with that. They just have to take feedback and work with it.
Why i don't like it: It has the potential to cause some real problem with some nodes combinations. In the hands of the guys that designed 6.2.5 and 6.2.6 especially the Champion fight, it will be chaotic. I'd vote it doesn't live on if they don't make some tweaks.
What can be done? Like the node where Robots are immune to reverse control, a similar design with either S, XL or something tags can be immune to root. That way, those that have no problem with it can fight and others can choose to avoid it. Alternatively, while rooted you can get some bonuses scaling based on successfully performing certain actions like block basic, specials etc. I'd go with some tags being immune to it.
The thing is some of us not that we're bad players but some nodes don't sit well with us. I hate reverse control cos I'm dyslexic. I always mix up my left and right. I'd have to think about it first. So having a way to avoid was really cool and I thank Kabam for that. Have a good day guys.
Thank you for trying kabam, but root feels like just a cash grab. Even if it isn't, that's what it feels like. Don't like it one bit, I haven't played the side quest 100% because of root, and when I've played it, it is boring and annoying.
Sorry but I have been playing with root quite bit and I really don’t like it. Some of the champions require movement to gain power (eg Nova) and it comes at strange times to me - half the time the opponents knocks me out because I can’t back up. I really hope this doesn’t become an ongoing component of play or it will likely drive me out of the game entirely, it’s just too frustrating and I can’t control it.
@Kabam Miike@“Kabam Boo” It’s such a disappointment, even after the “dev diaries” this continues to happen.
Cash grab nodes such as this one, remind me of act 6, which left a really bad taste in my mouth. There are so many already in the game, why continue to add more and more. Yes, there are a few days with the right champ or game play can be very straight forward, but we all know how this goes, node combos are NOT created to challenge players.
Anyways, would love for this node NOT to become a BIG pain, or I would have to finally make the decision to spend my money elsewhere.
Did you spend any money on it? Cash grab is thrown around so much in situations where no one actually spends cash. You'd like the decision to spend elsewhere... personally there is no node in the game that gets me to spend cash, did you spend cash on this one? If not, your argument is kind of nothing.
After seeing and playing all of the different Root modes, my one piece of feedback is that root is not fun.
During the entire month's side quest, I had a good experience with this new mechanic a total of 2 times. Every other time was frustrating. I appreciate the push for something new, however, I cannot even think of a way to change/save it. As much as it pains me to waste the months of planning/development around Root, I would strongly prefer for the mechanic to be removed.
It seems like a number of other summoners feel like the mechanic is fun, a larger number dislike it, and almost nobody actively enjoys it and wants it to stay.
Please, please, please don’t introduce a new mechanic that hinders your champs movements when ‘dropped inputs’ are still screwing with the game.
Root is not fun, does not feel like a challenge. It discourages playing rather than standing up to the challenge.
Root is a bad idea for this game even ignoring the input problems players are having.
And it was straight up mean to have combo party in conjunction with a new mechanic that also has some poor implementation issues —
If you parry while rooted, 1 hit knocks the opponent far enough away that successive hits are whiffs.
Parry/heavy is impossible, so you effectively gimp a certain portion of champs (Nick Fury, Colossus, etc). Does Kabam intend this?
Dodging/Dex’ing is unreliable at best.... on top of that you put champs like Hit Monkey in who’s heavies are not fully dodgeable. Paired with combo party means 1 mistake and he kills you in 3 hits or less.
Mixing unblockable champs in with root is an example of where players feel this is just a cash grab, let alone the janky functionality issues. On top of that, putting champs is who’s heavy is not dodgeable (Hit Monkey, Black Widow, etc), further exacerbates the feeling.
The root graphic doesn’t always match the actual effect. Several times the effect looked like it dropped, but I still couldn’t move.
Also, root is supposed to drop when launching a special. During the Robot SQ today, I had the special drop the root, in one case, when I launched the special. Other times the root didn’t drop until after the special finished. Other times, the special didn’t seem to free me until the root timer was up. Which is it supposed to be?
In response to people pointing out reversed controls being the same. No, they are not. Reversed controls are only on 1 champ and rarely end up as a node buff (and in those cases, there’s no ultra-punishing additional mechanic). Reverse controls is less time and you can just stand and block it if you can’t reverse quickly enough. Root allows the defender to get through multiple 5 hit combos if one screws up.
Also, while this hasn’t happened every time, it happened more frequently than it should: AI is super passive while not rooted, then gets aggressive while you are rooted. That makes root, on timer/number of hits, leave one rooted a good chunk of the fight - I went through the mercenary one yesterday 4 times and EVERY time, all the defenders did this.
Reading through this thread, many have mentioned they stopped doing the side quest due to how poorly root was implemented. Is Kabam’s intent to discourage players from doing the side quest, unless you are a whale or the top 10-15% of players?
A few very late observations, which have already been made by others.
1. It's annoying when Root causes you to miss even when you are right next to a stunned opponent. Magneto's heavy wouldn't land. Cap Marvel Movie's heavy wouldn't land. Just have to sit there and try to dex or hold block and take your beating while the root timer runs out.
2. It's annoying when Root is triggered by specials but lasts long enough that specials cannot be punished. For me, this made Ghost useless. Others probably fared better.
3. The mechanics for getting around root (throw a special, achieve a certain hit count, etc.) didn't seem to work consistently.
4. Root interacts with unblockable specials in a very not fun way. The penalty for screwing up is just too high (especially with the cruelty buffs being used this time). Rogue was really crappy for similar reasons. Really hard to dex L1 special while rooted, but if you try to block it she steals 30% of your health through your block.
5. I liked the robots with root. It was fun to have some additional ways to play around the mechanic (e.g., Medusa, Aarkus, and Magneto negating or substantially reducing the robots' ability accuracy).
6. Root seems best used when there are multiple ways to avoid it. Magik to prevent the defender throwing specials. Medusa/Aarkus/Magneto/AA/etc. reducing ability accuracy. Etc. Root really shouldn't be used in scenarios when it's nearly impossible to prevent root and/or to avoid taking damage while rooted (e.g., unblockable specials or Rogue triggering root while throwing L1).
Tbh today the root wasn’t bad Only doom got rooted during his sp2 - but it’s not something heavily explicit, it keeps the fight faster paced and closer range - which worked because the ai threw specials and played into the fight and didn’t sit back and play super passively I get the “if you sit back and camp you’ll be stuck aka rooted” They should add root to campers on cod 😆 😂 “Sit still too long!?! ROOTED” lol
Something considerable is could root work both ways? Idk how it would be to root the opponent But it was actually kinda fun because it wasn’t heavily punishing but when it did occur it was kinda like a small mini game in the middle of the fight
It was something that was few and far between but didn’t totally wreck my fight.
I like the “throw special to remove root and prevent it” thing though
Tbh root imo would work better as an ability of a champ, Also just thought sandman could have an ability to slow your dashes because walking in sand is slow Or he could proc slow on you. Or lower ability accuracy
But anyway, today’s root was actually kinda fun - HOWEVER if it’s paired with loads of nodes or a champ with a horrid play style for it will be VERY annoying For example mordo - who backs up constantly and distances himself during his power gain would get you rooted. Idk if it would be irritating until I fought him but I know full well it COULD be annoying But today was good Not too hard but not too easy. It was fun and not too interactive
A few very late observations, which have already been made by others.
1. It's annoying when Root causes you to miss even when you are right next to a stunned opponent. Magneto's heavy wouldn't land. Cap Marvel Movie's heavy wouldn't land. Just have to sit there and try to dex or hold block and take your beating while the root timer runs out.
2. It's annoying when Root is triggered by specials but lasts long enough that specials cannot be punished. For me, this made Ghost useless. Others probably fared better.
3. The mechanics for getting around root (throw a special, achieve a certain hit count, etc.) didn't seem to work consistently.
4. Root interacts with unblockable specials in a very not fun way. The penalty for screwing up is just too high (especially with the cruelty buffs being used this time). Rogue was really crappy for similar reasons. Really hard to dex L1 special while rooted, but if you try to block it she steals 30% of your health through your block.
5. I liked the robots with root. It was fun to have some additional ways to play around the mechanic (e.g., Medusa, Aarkus, and Magneto negating or substantially reducing the robots' ability accuracy).
6. Root seems best used when there are multiple ways to avoid it. Magik to prevent the defender throwing specials. Medusa/Aarkus/Magneto/AA/etc. reducing ability accuracy. Etc. Root really shouldn't be used in scenarios when it's nearly impossible to prevent root and/or to avoid taking damage while rooted (e.g., unblockable specials or Rogue triggering root while throwing L1).
About 2: This didnt happen for me. Did you try trying to be good? (or less sarcastically did you try delaying your attack just a little like against x-23? You should be close enough to the opponent to do this thanks to root)
And 4: rogues sp1 isnt hard to evade. At all. It's just scary
Overall, I think it’s fun. Definitely will have to work on some of the things some have pointed out. But I feel like it helped me learn to dodge more specials that I was so used to easily backing away from. I feel like if I messed up in a fight and my back were against the wall, I’ll have some better chances to dodge now.
love the new root mechanics, and starting with a 7 instead of just 1 off the bat was a great choice, givees a lot of promise for the future. although its pairing node was annoying, i appreciate the challenge it has us face. whats the point of getting rooted if we dont suffer the consequences when we couldve avoided it. cant wait to see it in more advanced content in the future with more node pairings to be more difficult. makes me excited for the new mechanics that are being thought of, like traps and health packs or wall spikes, if i remmeber the dev diary correctly
Comments
I think rooted is a solid concept and it added an interesting twist to this month’s SQ. I do think the concept and most of the root nodes should live on. However I do think root’s introduction could have been executed better. Introducing it along with combo party multiplied frustration for first time learners. This node is a bit weird and it makes you wanna pay a bit differently but people will get used to it eventually. Root is facing pretty much the same exact ‘criticism’ and complaints that reverse controls faced when they were first dropped. The idea shouldn’t be scrapped and I think people will eventually come to get used to it. The only root node I truly think should be scrapped is root on heavies. Aside from that I’d be fine with root staying and being put in future content as an occasional node.
Cash grab nodes such as this one, remind me of act 6, which left a really bad taste in my mouth. There are so many already in the game, why continue to add more and more. Yes, there are a few days with the right champ or game play can be very straight forward, but we all know how this goes, node combos are NOT created to challenge players.
Anyways, would love for this node NOT to become a BIG pain, or I would have to finally make the decision to spend my money elsewhere.
Overall - can't say I like it. Only makes game more difficult in terms of skill, wich may be fine, but nothing enjoyable. Also why is it called new mechanic? It works just like any other node, unless you can't somehow control it or use in your own advantage.
As is? I'll probably be skipping root content until it feels polished and balanced.
I did not have fun with any of the root nodes, especially when coupled with combo party. Most of my powerful characters are 5r4s, and one normally inconsequential slip up through the fight (a slightly slower than usual dex, for example) turns into a 40 unit spend. I've had to quit out of the quest more times than I've finished it, even playing on the "easier" days. It's not enjoyable. Please ditch root and don't mess with player movement in the future.
I like that Kabam is working to make the game more fun, nothing wrong with that. They just have to take feedback and work with it.
Why i don't like it: It has the potential to cause some real problem with some nodes combinations. In the hands of the guys that designed 6.2.5 and 6.2.6 especially the Champion fight, it will be chaotic. I'd vote it doesn't live on if they don't make some tweaks.
What can be done? Like the node where Robots are immune to reverse control, a similar design with either S, XL or something tags can be immune to root. That way, those that have no problem with it can fight and others can choose to avoid it. Alternatively, while rooted you can get some bonuses scaling based on successfully performing certain actions like block basic, specials etc.
I'd go with some tags being immune to it.
The thing is some of us not that we're bad players but some nodes don't sit well with us. I hate reverse control cos I'm dyslexic. I always mix up my left and right. I'd have to think about it first. So having a way to avoid was really cool and I thank Kabam for that.
Have a good day guys.
During the entire month's side quest, I had a good experience with this new mechanic a total of 2 times. Every other time was frustrating. I appreciate the push for something new, however, I cannot even think of a way to change/save it. As much as it pains me to waste the months of planning/development around Root, I would strongly prefer for the mechanic to be removed.
It seems like a number of other summoners feel like the mechanic is fun, a larger number dislike it, and almost nobody actively enjoys it and wants it to stay.
Dropped...
Inputs...
Seriously.....
Please, please, please don’t introduce a new mechanic that hinders your champs movements when ‘dropped inputs’ are still screwing with the game.
Root is not fun, does not feel like a challenge. It discourages playing rather than standing up to the challenge.
Root is a bad idea for this game even ignoring the input problems players are having.
And it was straight up mean to have combo party in conjunction with a new mechanic that also has some poor implementation issues —
If you parry while rooted, 1 hit knocks the opponent far enough away that successive hits are whiffs.
Parry/heavy is impossible, so you effectively gimp a certain portion of champs (Nick Fury, Colossus, etc). Does Kabam intend this?
Dodging/Dex’ing is unreliable at best.... on top of that you put champs like Hit Monkey in who’s heavies are not fully dodgeable. Paired with combo party means 1 mistake and he kills you in 3 hits or less.
Mixing unblockable champs in with root is an example of where players feel this is just a cash grab, let alone the janky functionality issues. On top of that, putting champs is who’s heavy is not dodgeable (Hit Monkey, Black Widow, etc), further exacerbates the feeling.
The root graphic doesn’t always match the actual effect. Several times the effect looked like it dropped, but I still couldn’t move.
Also, root is supposed to drop when launching a special. During the Robot SQ today, I had the special drop the root, in one case, when I launched the special. Other times the root didn’t drop until after the special finished. Other times, the special didn’t seem to free me until the root timer was up. Which is it supposed to be?
In response to people pointing out reversed controls being the same. No, they are not. Reversed controls are only on 1 champ and rarely end up as a node buff (and in those cases, there’s no ultra-punishing additional mechanic). Reverse controls is less time and you can just stand and block it if you can’t reverse quickly enough. Root allows the defender to get through multiple 5 hit combos if one screws up.
Also, while this hasn’t happened every time, it happened more frequently than it should: AI is super passive while not rooted, then gets aggressive while you are rooted. That makes root, on timer/number of hits, leave one rooted a good chunk of the fight - I went through the mercenary one yesterday 4 times and EVERY time, all the defenders did this.
Reading through this thread, many have mentioned they stopped doing the side quest due to how poorly root was implemented. Is Kabam’s intent to discourage players from doing the side quest, unless you are a whale or the top 10-15% of players?
1. It's annoying when Root causes you to miss even when you are right next to a stunned opponent. Magneto's heavy wouldn't land. Cap Marvel Movie's heavy wouldn't land. Just have to sit there and try to dex or hold block and take your beating while the root timer runs out.
2. It's annoying when Root is triggered by specials but lasts long enough that specials cannot be punished. For me, this made Ghost useless. Others probably fared better.
3. The mechanics for getting around root (throw a special, achieve a certain hit count, etc.) didn't seem to work consistently.
4. Root interacts with unblockable specials in a very not fun way. The penalty for screwing up is just too high (especially with the cruelty buffs being used this time). Rogue was really crappy for similar reasons. Really hard to dex L1 special while rooted, but if you try to block it she steals 30% of your health through your block.
5. I liked the robots with root. It was fun to have some additional ways to play around the mechanic (e.g., Medusa, Aarkus, and Magneto negating or substantially reducing the robots' ability accuracy).
6. Root seems best used when there are multiple ways to avoid it. Magik to prevent the defender throwing specials. Medusa/Aarkus/Magneto/AA/etc. reducing ability accuracy. Etc. Root really shouldn't be used in scenarios when it's nearly impossible to prevent root and/or to avoid taking damage while rooted (e.g., unblockable specials or Rogue triggering root while throwing L1).
Only doom got rooted during his sp2 - but it’s not something heavily explicit, it keeps the fight faster paced and closer range - which worked because the ai threw specials and played into the fight and didn’t sit back and play super passively
I get the “if you sit back and camp you’ll be stuck aka rooted”
They should add root to campers on cod 😆 😂
“Sit still too long!?! ROOTED” lol
Something considerable is could root work both ways? Idk how it would be to root the opponent
But it was actually kinda fun because it wasn’t heavily punishing but when it did occur it was kinda like a small mini game in the middle of the fight
It was something that was few and far between but didn’t totally wreck my fight.
I like the “throw special to remove root and prevent it” thing though
Tbh root imo would work better as an ability of a champ,
Also just thought sandman could have an ability to slow your dashes because walking in sand is slow
Or he could proc slow on you.
Or lower ability accuracy
But anyway, today’s root was actually kinda fun - HOWEVER if it’s paired with loads of nodes or a champ with a horrid play style for it will be VERY annoying
For example mordo - who backs up constantly and distances himself during his power gain would get you rooted. Idk if it would be irritating until I fought him but I know full well it COULD be annoying
But today was good
Not too hard but not too easy. It was fun and not too interactive
And 4: rogues sp1 isnt hard to evade. At all. It's just scary
Apart from that I agree
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