AQ map 6 Changes - Thoughts?
LordSmasher
Member Posts: 1,574 ★★★★★
Well at first I was positive with them but now I think they have greatly increased the difficulty.
I prefer the autodamage more than the class based paths with nodes like power snack and might charge. Just take out the class penalties, doing map 6 means you don't want to have to plan.
I used to be able to take the minis with some nodes up (100% att/health) but now all the nodes add in something bad.
I prefer the autodamage more than the class based paths with nodes like power snack and might charge. Just take out the class penalties, doing map 6 means you don't want to have to plan.
I used to be able to take the minis with some nodes up (100% att/health) but now all the nodes add in something bad.
32
Comments
The ‘heavy-baiter,protection, buff (unstoppable) path is terrible in Map 6 too.
What was the intent here? Force us up to the paying maps?
And to think I had an AQ specific survey recently sent to me that seemed to be focussed on finding out how people feel about the time commitment, then suddenly half the fights are longer lol
I think the changes have been made with positive intent but I’m enjoying this aq even less than before.
I hope they tweak things after feedback as nobody enjoys long annoying aq fights.
But not with this feedback... AQ is possibly the best reward for effort game mode but also alongside war, the element that makes or breaks alliances who aren't pushing for that top 100 billing.
Making it more of a slog does not appeal and will make alliance leaders and officers "jobs" harder.
[Edit: Passiveness makes d fight longer / spending more time baiting]
Other than that map for us its easier to complete due to reduced paths.
Now i'm brining 6*R3 and have to use items every day... hard to find a tech\skill champ that is poison immune + immune to stagger\nullify, keep dying to sp3... i tried to use 5* vision on day1 and his damage \ block proficiency can't survive more than 2-3 fights (especially combine with with modifier like parry curse, turn the tide).
haven't run that path yet with power to coway but it doesn't sound promising.
hate the new map and if their idea was to push players to use higher maps they failed... i rather step down
Remove the atttack reduction and all should be good!
I was so excited for map 6 on paper. It looked like the hassle of begging people to get online and move regularly was over because there would be plenty of backup. Unfortunately that's not the case at all. Section 2 in particular is actually worse because the length of 4 of the paths means it now requires all 10 people if we want to be at the second boss before everyone is asleep.
And even worse, these terrible attack reduction nodes are actually making it harder overall than it was before. Messing around with getting the right champs brought to not have to take a path where you get attack penalized (which also feels way worse than a 50% reduction btw... the damage I'm seeing feels like it's double that) is a huge hassle. You want to allow us to bring 5 champs to AQ, then this is fine. But with 3 attackers all this is doing is causing resentment between my members who feel like they're getting hosed when someone takes the path they wanted.
If we obsessively planned out a path for every member in every section and made them all stick to them with a timer taped to their foreheads, we could figure this out. But I thought you guys were trying to make this better for alliances that aren't packed full of sweaty try-hards. This isn't that. The 4 guys not assigned to a specific path don't know which guy's wife sprained her ankle and who got stuck with overtime unexpectedly and just have to pick a path and invariably are picking the wrong one and now the guy who could run all his paths with a tech, skill and cosmic is stuck taking a path only science or mutant don't get penalized for. Not only that... why did you design it so that only one of the two classes doesn't have to do a class disadvantaged fight or two? It's even more restrictive factoring that in.
Please dump these stupid attack penalties. And make each of the 6 paths in section 1 and 2 completable (not a word, I know. But it should be.) by 1 person in the first 12 hours so that there's plenty of backup.
I was so much looking forward to what I expected was going to be a renewed enjoyment of AQ. Unfortunately it's taken a huge step backwards for my alliance. People are annoyed and frustrated and I don't blame them. It's not a learning curve issue. It's bad design, forcing restrictive champ selection and scheduling that's less forgiving in practice than it seemed it would be on paper.
But given the feedback so far, It’s sounds like Map 5 is where we will stay. After all, we only really care about the glory, and there really isn’t much difference in the final rewards of 5 and 6 when it comes to glory being distributed
but the new nodes and the class restrictions are awful...
We went right at it, map 6 in all 3 BGs first 3 days. People hate it so much some actually expressed they'd leave if it stays like this due to excessive item use, and one dropped without a word (right after being tagged in chat that he'd taken a path and now the person who's path it was supposed to be would have to take a class-penalized path, yet he needed to do *something* or just sit around.) We were planning to go to full map 6 in all BGs. But the attack penalties and some of the nodes make that untenable. And while the paths are better in one way, they're actually worse in another. Less paths but extra long ones mean that we would need to know exactly who is going to have something come up and can't finish their path quickly before that something happens. The backups need to be time-travelling mind readers. It needs to be set up where 1 path is 1 person and done. Make it 4 sections. Heck, make it 5 sections. But make each path finish-able by 1 person with 1 bar and only 5 or 6 per section. We're going back to map 5, this map6 is the opposite of fun.
As far as I'm concerned your terrible map design cost us one alliance member already. My anger is going to grow at a rate commensurate with the members you cost us.
* in 6.2 you can bring 5 counters
* in 6.2 you can farm revives and potions
* in 6.2 you can restart the quest and start over
* in 6.2 you can't go to sleep and wake up to a completed map by your teammates.
* in 6.2 you don't need to bring two specific classes (under than unlock gates)
* act 6 many players just skipped exploration of the worst quest ever created straight to act7
Hell even act 5 has weakness paths, are you telling me that’s now more difficult than this? Come on now.