**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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That way we can have the full authentic receipt experience
There are times where choices are made or systems are implemented when we know Summoners are going to be unhappy, but those changes are deemed necessary. Take a look at removing revive farming, most recently, as an example. Just because we know this choice is going to be unpopular, doesn't mean they aren't warranted. Sometimes there is a fundamental difference between what Summoners want and what the game needs, we've discussed this concept here before.
What you're seeing in the livestream isn't us trying to sell you on the energy being a positive, because that would be ridiculous.
We also spoke honestly about why this energy cost needs to exist. But for extra context, there are many players who would dive into this type of content, practice, lose and restart in order to work towards a solo, literally requiring no cost to their account. I don't mean cost in a financial sense, but as we said on the stream, Summoners aren't meant to get high rewards for literally nothing. (don't say time; that isn't a relevant resource in the game's economical balance).
Aside from restating what happened in the livestream, I'm not sure what the commentary is here? We presented information we knew wouldn't be popular from the community, but knew was necessary from a game design perspective? If that's all, glad we're aligned.
I'm not saying everyone should be happy with this, I'm simply providing context. We're aware of the sentiment, we're paying attention to feedback.
My main point for making this post is just to point out that the game team thinking that 10 energy per run is a very low cost for this content is very much the opposite of what the player base majority seem to think so there's an opportunity to reflect and re-assess how you guys look at the game requirements in comparison to how we look at them. I totally get that the game team's motives are different than the players, but when there's this much (mostly) unanimous feedback from the game community then something missed the mark and should be re-evaluated for future instances.
If time isn’t the a relevant source (which you and I can disagree on till the cows come home regarding this content) and it isn’t financial, then what is it? Revives and pots? Revives that can’t be massively farmed anymore (which I totally understand) and pots that we have to use energy to farm, use time to farm units, or use money to buy units and these.
This really just leaves energy, which I can understand being a cost, however, justifying 10 for fight is hard.
When it comes to this type of content, practice is important to a lot of summoners in order to test different champs, favored champs, and to get a good strategy down. I personally attempted the fights for EOP so many times before I got a solo or got close enough to justify revives.
Having 10 be the cost really limits the amount of practice for these insanely high skill fights as well limits what other content we want to do for the rest of the month.
I doubt that the energy cost can be lessened for this fight, but I do hope conversations are shooing in the background to lessen it for the rest of the fights.
What exactly has your “data” determined about high energy costs? When you implement stuff like this, don’t be surprised people are only interested in the “best” options available since their entries are limited. Since entries are limited, it does not encourage people testing other champions. Unless, that’s what you guys don’t want? I’m not sure if the team is having an identity crisis on that matter.
The level of difficulty for the objectives is really hard, which is fine for endgame content and whatnot, but we have to spend 10 energy on a fight that we can die in one blocked hit from. It takes many many tries to perfect the robot objective or the gamma objective and there’s so many nodes that can destroy you even if you play well simply due to ai. This isn’t good for the game in the slightest and I can’t believe that the massive amounts of feedback in the other thread hasn’t been addressed yet
I think the community is game for difficult content and can applaud it when it's done right. But this fight is poop. The ridiculous regen coupled with the ongoing failure to get decent AI makes it 1% skill and 99% revive.
The mark was missed on this fight. Why take an L like this after so much win this game has done this year and at the end of last year ?? The fight sets positive community sentiment back by a HUGE margin.
I will be trying to limit each of these single fights to 1-2 revive max as done in EOP if I have the proper counter. And I am a measly 1 r3 7* paragon - barely clinging to “endgame” status.
Doesn't need the energy cost as well to cause a cost to the account. The need to rank up specific champions is a cost and the revives is a cost. Especially when players have to deal with bugs, dodgy ai and dropped inputs throughout the content too.
Tldr. Energy change was fine based on what we knew about similar previous content. Content actually dropped and it is the original act 7 of endgame content
26% and after There are at 80% with regen ..