Great content. Back to the good days where skill is necessary and everyone can't get through content in 10 minutes. Those people who have played the game only since herc came out and never explored act 6 with 5*3 and r4 before it was ever nerfed might now understand why they see *skill issue* so often now.
Nah Jax, it seems like after the revive farming the team is using the excuse “what the game needs” a bit too much and loosely at the moment. The reality is the way the entry cost worked for previous Limited Time Endgame content were fine as it is. Content creators resetting and going for solos? I definitely see that happening. Assuming the majority of the community is doing the same? That’s a ridiculous claim.
Nah Jax, it seems like after the revive farming the team is using the excuse “what the game needs” a bit too much and loosely at the moment. The reality is the way the entry cost worked for previous Limited Time Endgame content were fine as it is. Content creators resetting and going for solos? I definitely see that happening. Assuming the majority of the community is doing the same? That’s a ridiculous claim. I didn't say "majority," by any means. But you also have to keep in mind that we have data that shows Summoner behaviour, we're not simply pulling anecdotal information from our limited reach of conversational community members.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.
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).
@Kabam Jax 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.
Would love to hop in here and add some additional insight.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.
It’s not even the roster limitations… it’s the removal of alternative damage sources these champ rely on
@Kabam Jax 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. I agree. There are times where the difference in opinions re: game team intentions v. Summoner reactions are pretty vast. And it's why these community spaces are important. We're always paying attention, we're always speaking internally about these types of things; your feedback is important to us, even if some feel we aren't paying attention.
Why doesn’t power drain work? Tried OG Vision and warlock and no power drain
The robot tag is absolutely brutal. No viable way to deal with the unstoppable besides Dragon Man SP1, but the animation is so dang long you’re often throwing it into a block. Also, wanted to point out the sheer ridiculousness of the reaction time.Like, my fist is literally inside him before standing…in no way shape or form could they possibly block that! Not even mentioning the “root slide” with Sandman, where Abs just straight up moves while rooted. That major AI issue, plus the robot objective kinda killed the fun for me