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We are aware of an issue causing issues for some Summoners attempting to connect to MCOC. We are currently investigating and are hoping to have resolution soon.
Thank you for your patience.
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They need to communicate these changes. There has to be an announcement when ANY gameplay mechanic changes in any form. It shouldn't be left for players to discover. There's nothing in the changelogs mentioning that they were going to do anything with these things, no announcement, no in game mail. They have to start announcing changes that affect gameplay.
If any of you would like to prove me wrong, then I'd love to see you posting a link to an official kabam announcement on this subject matter made in the past 3 months.
The first node description was this. It left out the purification part.
Then it was changed to this to be more accurate as to what was going on.
Now it's been changed back to the first description which was not completely accurate for whatever reason. They also added "until the dash ends" which isn't that significant
The node has always worked the same. Apoc was bugged in such a way that he could keep debuffs on an opponent who should be immune to all debuffs when dashing in which I'm sure you can tell shouldn't be the case.
The only thing that has been changed to the functionality of the node is that concussion can now be removed by the immunity to debuffs which makes sense.
I don't have AA so please test if you can turn off mighty charge with the right amount of neuros.
Cleanse the effect is described as purifying debuffs. But isn't that what Purify does? What's the difference? Both the Cleanse effect and Purify effect removes debuffs. The problem is that under the hood in the game engine, the mechanic that removes effects is called Purify. So Cleanse purifies debuffs and Purify purifies debuffs. But because those two effects are different effects it is possible to be immune to Purify effects but not Cleanse effects and vice versa. If you are immune to the Purify effect, you aren't immune to Cleanse even though Cleanse "purifies" debuffs. You can be immune to the purify effect, but not the purify game engine mechanic. That would be like being immune to subtraction.
The devs should have explained this more clearly, but I believe when they changed the description for Mighty Charge this was part of a global effort to remove all references to "purifying debuffs" when it doesn't happen due to the Purify effect. When "purify debuffs" is referring to the game engine mechanic, it is just technical jargon that means "remove" and using the term can cause confusion. As part of this process, I suspect they are also reviewing the interactions that are occurring and changing "purifies" that are not supposed to be purifies into effects that interact with purify effects in the way they were intended to if a developer used a short cut under the hood that was doing unintended things.
Yes, this should all be documented much more carefully. I'm just saying that's what I think is happening, not that it absolves Kabam from documenting the changes and process more clearly.
The reason why this comes up repeatedly is due to a game design concept of abstraction. Game Engine Features have names, and often the Effects and Abilities that use them have similar or identical names. Which is fine when the connection between the two is universal. But when multiple effects use the same engine feature and thus have to have different names, that's when confusion can occur. Sometimes even for the devs, who took it for granted that X Effect was always synonymous with X Feature.
The obvious solution to this problem would be for the devs to expose more information about how the effects in the game are constructed from the underlying mechanics. But that is something game developers tend to shy away from, because there's a duality to trying to do this. Knowledgeable players will tend to benefit from such things. But the average player can get even more confused. Worse, they can get the impression the game is a lot more complex than it is and shy away from even playing it. In an effort to portray the game as simpler and more approachable than it is under the hood, these kinds of glitches tend to be an inevitable side effect.
I tend to fall on the side of more information and documentation. I would rather be given more, and decide for myself how to simplify things from there. I also think that in the long run game studios should work with their player communities to smooth over complexity: there's a large number of players capable of taking complex game information and simplifying it for the playerbase in ways that are frankly far superior to anything the game studio does, or even is capable of doing. But I acknowledge this is a problem they struggle with: games perceived to be complex tangles tend to be less successful. That's just an unfortunate fact of mobile gaming. Players want games to be *rich* but not *complex*. Which is not an easy line to straddle.