**KNOWN AW ISSUE**
Please be aware, there is a known issue with Saga badging when observing the AW map.
The team have found the source of the issue and will be updating with our next build.
We apologize for the inconvenience.
Please be aware, there is a known issue with Saga badging when observing the AW map.
The team have found the source of the issue and will be updating with our next build.
We apologize for the inconvenience.
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It's not like the entire quest is all protection nodes. Even in the current SQ, it's like 4 fights 'ish.
SQs are meant to be something that you can breeze through. It's widely know that the community doesn't want hard or challenging SQs. They want boring and something to breeze though. There's been plenty of hate for more challenging SQs in the past because the rewards don't meet the difficulty. Well, this is what we have from people not wanting SQs to be time consuming.
Community doesn't like rifts.
Community doesn't like portals.
Community doesn't want high difficulty.
Community doesn't want bland nodes.
Where does the map design team go from here? Someone is bound to be unhappy, this month, it's your turn.
You're getting caught up in the details that don't matter and missing the point.
Protection is not a fun node to fight against.
Protection is not a difficult node to fight against.
What is the point then? It's a huge missed opportunity to make an easy fight a boring one.
I do?
I would prefer other nodes, I dont care if those are harder or not, or require skill or certain champs, but at least are different, playing mostly Protection, Unstop and Unblock nodes is not fun at all, I dont care but It is just boring to repeat the same secuence of gameplay in a game that is this extense
The DoT vulnerability nodes for example, nodes that increase buff/debuff duration or potency. There are hundreds. And yet we have protection (at least right now, I haven't been playing again long enough to tell how common it is).
Both groups can be made happy.
Obviously it doesn't have to be those specific nodes, as you're right, they are quite common in story content, they were just the first I could think of.
Only issue rn with difficult fights is controls and inputs are a mess. Worse since they forced everyone into the beta controls. At least mine have been.
It's a Side Quest. Not 8.2. It's not supposed to be the most exciting thing. It's designed to add adequate challenge for the level It's presented for. Neither too much or too little.
For some reason, one Node is the focus of the complaint, when many Nodes are used more than once. Some Nodes that are appropriate for other game modes aren't necessarily appropriate for a Side Quest.
For that matter, there are complaints about every Side Quest. Too boring, too time-consuming, to monotonous, too much of a grind, etc. 20 Paths of 4 Fights over 5 weeks is not that boring. This sounds like a personal feeling on the Node rather than an issue with the design.
The fact that Kabam puts this nodes more oftenly than the others is just a thing, thats my point at all.
1) kabam can stand to mix nodes up more
2) folks love the SKILL ISSUE BRO response
3) some folks are real thin-skinned
All these things can be true. Seeing as this is week 1 of 4 I'll wait and see the true nature of kabam's recycling of nodes. We can all be better, folks.
Klob Berintyme
ADRENOCHROME
When the Defender activates a Special Attack, they gain a Fury Passive increasing Attack Rating by 1000% for 20 second(s). This Fury starts paused and unpauses after the Special Attack has finished. For every Debuff on the Defender when they activate a Special, the Fury's duration is reduced by 4 second(s) to a minimum of 1. When this Fury expires, the Defender takes a burst of Damage equal to 200% of the Attacker's Attack.
APEX PREDATORS
The Champion with the most Buffs Nullified this way gains a Fury Passive, increasing Attack Rating by 500% and an Unblockable Passive, both lasting for 10 second(s). When the Fury expires, the timer restarts. In the event of a tie, both Champions gain the Fury and Unblockable Passives.
PLAYING FAVORITES
At the start of the fight, the Defender chooses 1 type of Basic Attack: Light, Medium or Heavy. Depending on the Basic Attack chosen, the Attacker gains +100% Attack and +100% Ability Accuracy for that Attack and -100% Attack and Ability Accuracy for the remaining two. Whenever either Champion activates a Special Attack, the Defender will choose a new Basic Attack.
RECHARGE
While Blocking, the Defender generates 15% Power every second. While the Attacker is Blocking, they generate 10% Power every second. Both Champion's Combat Power Rate is reduced by 100%.
SLUMBER (most fun node I've ever played)
For the first 15 seconds, the Defender is Stunned and Power Locked, after which the Defender gains a permanent Fury passive increasing Base Attack by 1000%.
TIME TO STRIKE
Whenever the Defender would gain Power or Health while under the effects of a Heal Block or Power Lock, they are instead inflicted with a non-stacking Passive Degen dealing 100% of the Attackers Attack over 3 seconds.
VIGOR
Every 15 seconds after the start of the fight, the Defender Regenerates 50% of Base Health over 5 seconds. The timer refreshes when the Defender reaches intervals of 25% missing Health.
WOMBO COMBO
Whenever the Defender activates a Special Attack, the Attacker's Combo Meter is consumed and reset to zero. For each Hit in the Combo Meter consumed, the Defender gains a Passive Prowess, increasing Special Attack by 20% for 8 seconds. Max 30. If the Defender is knocked down while these Prowess are active, they are consumed and deal the Defender Direct Damage equal to 10% of the Attacker's Attack per Prowess consumed.
There are plenty more that would be super cool additions to side quests, a lot of these people don't even know exist.
Again, no complaints about the difficulty. It's just a tired mechanic. Someone earlier in the thread claimed it was used on 8 of 28 nodes last month. No idea of that's accurate or not, but of it is, that's 28.5% of the nodes having some sort of protection. And if he's only counting 28 nodes total, that sounds like MEQ was not counted, and Act 8.2 definitely wasn't counted (its in there plenty too).
But once again, myself and OP haven't complained about difficulty. We've only commented on the lack of originality lately.
Simply put, it's boring doing the same parry, heavy, dex, dex, dex, dex, dex, dex, dex, dex, dex, 5 hit combo, repeat.
Dr. Zola