To me the gameplay itself seems slower, it's not that the parry window has changed its that the responsiveness is slower, you parry like normal it counts as a block, you block fractionally later to avoid a parry aNd just block, you get hit in the face instead. You try to double dex, you'll randomly get hit unless you do it super early. You start blocking, you'll block an extra hit it two before it registers you dropping block. It's not a parry window issue, it's a responsiveness / gameplay issue at least on my case.
This could also be down to like mentioned above, perhaps AI recovery speed / medium speed.
Edit: Everyone seems to be saying the parry window has changed and they're getting hit in the face, if the parry window has changed you'd still be blocking the first hit. It's not the parry window if you're getting hit in the face, it's an input/responsiveness issue.
This would shorten the parry window, make it necessary to react quicker than usual to get it to work and also accounts for what seems like unreal speeds of the defender dashing in and our dex timing being off.
It would be great if someone could do a gameplay speed video comparison.
That’s what I think it’s gonna wind up being — what I said last night about the AI being more aggressive on “stand up” and “whiffs” is a function of how fast the AI moves now
They are on you so fast with the medium dash — even when you know it’s coming and you hit the parry in time — like @Rockypantherx said, there might not be enough frames for it to register, which is possibly why it doesn’t let you block even if you miss the parry: the frames go by so quickly, it’s like you did nothing before the medium dash is in your hit box
The photo of the guy getting popped by Red Hulk even with the Nick Fury/Quake synergy active makes sense to me because of that — the medium dash is so fast, it doesn’t allow anything to proc like parry, block or even a passive evade when the bug hits
If your right then facing rangey opponents is going to be horrific, try dexing a venom sp2 now eh?
@Kabam Miike this is unacceptable. They community has been tell you since yesterday that it was broken, you didn’t listen. To let AQ start is on you. Now we can’t finish Map 7 because of your broken game, out of items…on day one, and unwillingness to listen…again…
Lol I’ve had this issue for over a year and so have many others ( check the iOS lag,crashing and performance investigation chat room) kabam seem to have ignored in the past as I’ve never had any response from them and now they are finally looking into it hopefully I’ll finally be able to do some higher content when and if they fix it.
As it’s been said, this isn’t a parry issue, it’s an animation issue where the action point of attacks has been reduced over time to almost nothing now. By the time you respond- it’s too late. I upgraded my personal fighting abilities to include a precognition pre-flight option - I’m unstoppable now. 🤣
Mega props to Kabam for jumping on this so quickly with acknowledgment and compensation though. 👍🏼
As it’s been said, this isn’t a parry issue, it’s an animation issue where the action point of attacks has been reduced over time to almost nothing now. By the time you respond- it’s too late. I upgraded my personal fighting abilities to include a precognition pre-flight option - I’m unstoppable now. 🤣
Mega props to Kabam for jumping on this so quickly with acknowledgment and compensation though. 👍🏼
I don't think it's an animation issue. My champs have dashed back when i have tried to do a heavy attack and doing a heavy attack doesn't rely on me trying to time the start of the heavy attack based on incoming animation....i just do it. I do however think the amount of time you press as you elude to is causing this issue as that would explain dex, parry and heavy attacks. I'm guessing maybe i have always had a "fat" finger that was never registering before and that's now registering that's resulting in my character dashing back randomly....something that wasn't possible in previous versions of the game likely because the amount of time certain inputs registered was different. Maybe a lag is causing inputs not to register when you want it and for the correct amount of time
@kabam why do you not include BC and gold in AQ compo packages? That's been 3 AQs recently that have been ruined and the lack of gold Is pretty poor, actually gold distribution overall in game is incredibly lacklustre, why does the cav calender have the same Gold as UC, you've removed the ability to sell champs for gold and iso and then give us gold and iso offers for units (cash) we're all just big wallets/purses to you, look for more and more ways to squeeze money out of us, BTW the summer event should be free, now we're having to pay for rewards, absolute joke! What's next, pay on the door to enter EQ monthly? A subscription to play in arena?
As it’s been said, this isn’t a parry issue, it’s an animation issue where the action point of attacks has been reduced over time to almost nothing now. By the time you respond- it’s too late. I upgraded my personal fighting abilities to include a precognition pre-flight option - I’m unstoppable now. 🤣
Mega props to Kabam for jumping on this so quickly with acknowledgment and compensation though. 👍🏼
I don't think it's an animation issue. My champs have dashed back when i have tried to do a heavy attack and doing a heavy attack doesn't rely on me trying to time the start of the heavy attack based on incoming animation....i just do it. I do however think the amount of time you press as you elude to is causing this issue as that would explain dex, parry and heavy attacks. I'm guessing maybe i have always had a "fat" finger that was never registering before and that's now registering that's resulting in my character dashing back randomly....something that wasn't possible in previous versions of the game likely because the amount of time certain inputs registered was different. Maybe a lag is causing inputs not to register when you want it and for the correct amount of time
I was having issues last 3 updates with combos randomly stopping, sometimes one or 2 hits and just stops and takes a combo in reply, the amount amount of times I've just blocked instead of threw my SP isn't even funny, know how seriously messed up that can be running turn the tide?
Not sure what the issue is… but something is not right. Cost me revives for sure on the summer of pain.
@DrPepper_75 The SOP lasts for 7 days not 3 hours. Really baffled why you revived through it with a known bug instead of waiting for the bug fix.... Especially because the rewards don't even get paid out for weeks.
Thank you all for the information you've provided. We're working on a few theories right now, and want to add 2 more questions to the list. We're trying to see if this helps us pick up any sort of pattern.
What device are you using? Which Champion were you fighting? (If you can remember specifics)
1) iPhone 7 plus 2) Red Hulk and Purgatory ; honestly cannot remember clearly since the problem seems intermittent.
In a parallel universe, what if…a developer who is Android lover, who was offended by multiple bugs on Android phones, decided to wreck havok on iOS version of mcoc.😂😂
Not sure what the issue is… but something is not right. Cost me revives for sure on the summer of pain.
I did the same, and I shouldn’t have.
I also wound up needing a revive on Legendary SQ, which I am ashamed to admit. Took max 5* CapIW and a team of low-ranked Pools plus GwenPool to get the objective and got smoked in the face with a series of (blocked) combos. Forgot GwenPool was a Champion of the Universe and died ingloriously against the Champion.
Just made a hash of it all. Kind of like I’m doing in AQ now too.
I wouldn’t do anything that requires any degree of timing or sklll in game. Probably auto-complete cat quests, collect Clubs and wait it out. On my device, the game is silly bad.
This is gonna be an EXTREMELY unpopular opinion…yeah. This is gonna be extremely unpopular, but just my opinion:
IF IF IF the parry window has been tightened, it will hurt the game in the short term, because we are all used to it. But at the same time, I think we’re at a point in the game’s history where a conversation might need to be held about whether parrying into stun might be hindering a chunk of the player base as too much of a catch-all to beat content
I don’t want a game of stun immunity or shrugging off debuffs every single second of the day, but when you see how skilled players are still crushing most/all of the hardest content, I wonder what the answer is to make content that is accessible to everyone yet still challenging
If it were me…maybe I would tighten the Parry window
If that’s the case, the basket of goodies we just received should be forthcoming weekly and for a while. If you want to make a material shift in the way the game is played, a one time goodwill payout isn’t nearly enough to smooth the adjustment.
Do I think this is a back door way to slip in a change that makes the game more “challenging”? I’ve no evidence it is.
But I would note that anything that makes basic mechanics unreliable (and that’s how I would describe what I see now—it’s not really just an early-late timing thing), no matter how tiny it may be, is a material change in the game. And if any player decides he/she doesn't like it, I’d fully support trying to refund whatever resources they may have burned the past 30ish days.
Also: as a frame rate/speed alteration, it doesn’t just affect parry—would you consider it a good thing to discuss whether we should have “perfect dex” as well as “perfect parry” requirements? I don’t.
It’s all well and good to give the top .01% of uber-dedicated players an extreme challenge, but there are many more who turn to MCoC for fun and something less than extreme challenge. Probably ought to consider doing something more than just a vanilla parry tutorial if you want to monkey with how the game gets played.
So, no. Not time for that conversation. Time to get the game back up and running normally. If the best idea for making content challenging is what feels like a pRNG approach to basic mechanic reliability, then I’m good with MCoC folding up its tents and heading off into the sunset.
This is gonna be an EXTREMELY unpopular opinion…yeah. This is gonna be extremely unpopular, but just my opinion:
IF IF IF the parry window has been tightened, it will hurt the game in the short term, because we are all used to it. But at the same time, I think we’re at a point in the game’s history where a conversation might need to be held about whether parrying into stun might be hindering a chunk of the player base as too much of a catch-all to beat content
I don’t want a game of stun immunity or shrugging off debuffs every single second of the day, but when you see how skilled players are still crushing most/all of the hardest content, I wonder what the answer is to make content that is accessible to everyone yet still challenging
If it were me…maybe I would tighten the Parry window
If that’s the case, the basket of goodies we just received should be forthcoming weekly and for a while. If you want to make a material shift in the way the game is played, a one time goodwill payout isn’t nearly enough to smooth the adjustment.
Do I think this is a back door way to slip in a change that makes the game more “challenging”? I’ve no evidence it is.
But I would note that anything that makes basic mechanics unreliable (and that’s how I would describe what I see now—it’s not really just an early-late timing thing), no matter how tiny it may be, is a material change in the game. And if any player decides he/she doesn't like it, I’d fully support trying to refund whatever resources they may have burned the past 30ish days.
Also: as a frame rate/speed alteration, it doesn’t just affect parry—would you consider it a good thing to discuss whether we should have “perfect dex” as well as “perfect parry” requirements? I don’t.
It’s all well and good to give the top .01% of uber-dedicated players an extreme challenge, but there are many more who turn to MCoC for fun and something less than extreme challenge. Probably ought to consider doing something more than just a vanilla parry tutorial if you want to monkey with how the game gets played.
So, no. Not time for that conversation. Time to get the game back up and running normally. If the best idea for making content challenging is what feels like a pRNG approach to basic mechanic reliability, then I’m good with MCoC folding up its tents and heading off into the sunset.
This is gonna be an EXTREMELY unpopular opinion…yeah. This is gonna be extremely unpopular, but just my opinion:
IF IF IF the parry window has been tightened, it will hurt the game in the short term, because we are all used to it. But at the same time, I think we’re at a point in the game’s history where a conversation might need to be held about whether parrying into stun might be hindering a chunk of the player base as too much of a catch-all to beat content
I don’t want a game of stun immunity or shrugging off debuffs every single second of the day, but when you see how skilled players are still crushing most/all of the hardest content, I wonder what the answer is to make content that is accessible to everyone yet still challenging
If it were me…maybe I would tighten the Parry window
If that’s the case, the basket of goodies we just received should be forthcoming weekly and for a while. If you want to make a material shift in the way the game is played, a one time goodwill payout isn’t nearly enough to smooth the adjustment.
Do I think this is a back door way to slip in a change that makes the game more “challenging”? I’ve no evidence it is.
But I would note that anything that makes basic mechanics unreliable (and that’s how I would describe what I see now—it’s not really just an early-late timing thing), no matter how tiny it may be, is a material change in the game. And if any player decides he/she doesn't like it, I’d fully support trying to refund whatever resources they may have burned the past 30ish days.
Also: as a frame rate/speed alteration, it doesn’t just affect parry—would you consider it a good thing to discuss whether we should have “perfect dex” as well as “perfect parry” requirements? I don’t.
It’s all well and good to give the top .01% of uber-dedicated players an extreme challenge, but there are many more who turn to MCoC for fun and something less than extreme challenge. Probably ought to consider doing something more than just a vanilla parry tutorial if you want to monkey with how the game gets played.
So, no. Not time for that conversation. Time to get the game back up and running normally. If the best idea for making content challenging is what feels like a pRNG approach to basic mechanic reliability, then I’m good with MCoC folding up its tents and heading off into the sunset.
Dr. Zola
I rarely have to write anything anymore, because more often than not you take the thoughts out of my head and beat me to it.
To add, changes I could learn to live with and would reluctantly, but probably, learn a new approach to fights. However, as you point out, the RNG of the base mechanics of whether an action you press is going to work or not, isn’t something I would just deal with. That’s not the game I’ve spent 6+ years playing and grown to love. That would be my cue to get a real life 😀
Ok everybody, first update: Alliance War Season 27 has finished early. This means that this upcoming war will not count towards your Season Score. We will also be removing the minimum number of Wars that Summoners must participate in during the season to gain rewards.
Do not change Alliances until you have received your Rewards. This may take up to 24 hours.
I appreciate the compensation, but due to the bug being ongoing, it's not quite enough. If we just couldn't parry it wouldn't be as big a deal, but the fact that it's so random is what makes it lethal.
Not sure what the issue is… but something is not right. Cost me revives for sure on the summer of pain.
@DrPepper_75 The SOP lasts for 7 days not 3 hours. Really baffled why you revived through it with a known bug instead of waiting for the bug fix.... Especially because the rewards don't even get paid out for weeks.
Well it was not known to me as an issue to after the run. Playing the side quest right after same issue. Then notice alliance chatter about parry/blocking issues, then came here to confirm. For sure would of waited to after fix if I knew.
Comments
This could also be down to like mentioned above, perhaps AI recovery speed / medium speed.
Edit: Everyone seems to be saying the parry window has changed and they're getting hit in the face, if the parry window has changed you'd still be blocking the first hit. It's not the parry window if you're getting hit in the face, it's an input/responsiveness issue.
Mega props to Kabam for jumping on this so quickly with acknowledgment and compensation though. 👍🏼
Kabammagic...Hope this gets fixed soon, as much as free stuff is nice, I would prefer the game to be working.
2) Red Hulk and Purgatory ; honestly cannot remember clearly since the problem seems intermittent.
I also wound up needing a revive on Legendary SQ, which I am ashamed to admit. Took max 5* CapIW and a team of low-ranked Pools plus GwenPool to get the objective and got smoked in the face with a series of (blocked) combos. Forgot GwenPool was a Champion of the Universe and died ingloriously against the Champion.
Just made a hash of it all. Kind of like I’m doing in AQ now too.
I wouldn’t do anything that requires any degree of timing or sklll in game. Probably auto-complete cat quests, collect Clubs and wait it out. On my device, the game is silly bad.
Dr. Zola
Do I think this is a back door way to slip in a change that makes the game more “challenging”? I’ve no evidence it is.
But I would note that anything that makes basic mechanics unreliable (and that’s how I would describe what I see now—it’s not really just an early-late timing thing), no matter how tiny it may be, is a material change in the game. And if any player decides he/she doesn't like it, I’d fully support trying to refund whatever resources they may have burned the past 30ish days.
Also: as a frame rate/speed alteration, it doesn’t just affect parry—would you consider it a good thing to discuss whether we should have “perfect dex” as well as “perfect parry” requirements? I don’t.
It’s all well and good to give the top .01% of uber-dedicated players an extreme challenge, but there are many more who turn to MCoC for fun and something less than extreme challenge. Probably ought to consider doing something more than just a vanilla parry tutorial if you want to monkey with how the game gets played.
So, no. Not time for that conversation. Time to get the game back up and running normally. If the best idea for making content challenging is what feels like a pRNG approach to basic mechanic reliability, then I’m good with MCoC folding up its tents and heading off into the sunset.
Dr. Zola
To add, changes I could learn to live with and would reluctantly, but probably, learn a new approach to fights. However, as you point out, the RNG of the base mechanics of whether an action you press is going to work or not, isn’t something I would just deal with. That’s not the game I’ve spent 6+ years playing and grown to love. That would be my cue to get a real life 😀
Well it was not known to me as an issue to after the run. Playing the side quest right after same issue. Then notice alliance chatter about parry/blocking issues, then came here to confirm. For sure would of waited to after fix if I knew.