**May 8th - HOT FIX INCOMING**
Hey Summoners,
A Hot Fix will be pushed to all stores shortly. This will address a bug causing crashes on some iOS devices. Please keep an eye out and update when you're able.
Thank you!
Hey Summoners,
A Hot Fix will be pushed to all stores shortly. This will address a bug causing crashes on some iOS devices. Please keep an eye out and update when you're able.
Thank you!
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I only ask because last season for example, I used Decay a lot with my Photon to avoid some problematic nodes for some fights. Had nothing to do with Crush, and I still was able to fight those fights normally if the defender was Tactic.
This time it sounds like unless you’re using X-Magika, you’re pretty much screwed. And that’s only when the tactic is working properly in your favor.
While on the defensive side, you have a few champs that can go unblockable and the only way to remove the indestructible is to (well-timed) block?
And I’m only looking at base kits here without taking into account nodes?
Keep going Kabam, make it harder, you rock!
Btw, we are a whale alliance, so we will place 5 bullseye, 3 zemo, 3 sersi, 3 Adam in each BG!
Enjoy the game, guys!
and the timer is so fast that even IF the AI cooperates, you're constantly going to be hit with a passive .. you can't parry and attack fast enough to matter. and IF the tactics actually worked .. then maybe we're just faced with longer fights .. no problem but removing passives just doesn't work ... pausing the timer is 50/50.
i'd rather them not include any specific AI dependent action of any significance on nodes. Here's what I suggest .. keeps the difficulty of it around existing defender tactic champs while giving a proper advantage to using tactc attackers .. it makes it accessible in a way that doesn't decrease the difficulty allowing alliances to take advantage of existing map nodes in clever ways scaling with alliance tier.
Old
#Magic Thief Defenders gain a stackable Indestructible Passive every 5 seconds, or when their attacks are Dodged, Evaded, or Miss. Max stacks: 3. This timer is paused during the Defender's Specials. As long as this Indestructible Passive is on the Defender, they gain 5% of a Bar of Power when hitting the Attacker's Block. 1 Indestructible Passive is removed whenever the Attacker Well-Time Blocks. These effects cannot be affected by Ability Accuracy.
New
#Magic Thief Defenders gain a stackable Indestructible Passive every 5 seconds, or when their attacks are Dodged, Evaded, or Miss. Max stacks: 3. This timer is paused for 3, 5, or 6 seconds when the Attacker or Defender gains a bar of power. Hitting the defender with a Special Attack while the defender's back is against the wall removes all passives. As long as this Indestructible Passive is on the Defender, they gain 15%, 12%, 10% of a Bar of Power when the Attacker strikes the Defender's block. These effects cannot be affected by Ability Accuracy.
Old
Attack: X-Magica
If the Attacker has the #X-Magica tag, their Well-Timed Blocks grant them an indefinite 2% Prowess Passive. Max stacks: 7. When a #X-Magica Attacker strikes a #Magic Thief Defender, they pause their Indestructible timer for 0.5 seconds. When a #Magic Thief Defender activates an Indestructible Passive, it and 1 Prowess Passive from this Tactic is instantly removed. These effects cannot be affected by Ability Accuracy.
New
If the champion is tagged #X-Magica, gaining a bar of power grants the attacker an indefinite 5% prowess passive and inflicts a 1 second stun debuff (or passive; debuff makes it more interesting) on the Defender. If the attacker hits the defender while stunned with a special attack, increase the potency of prowess passives by 5%, 10%, 15%. These effects cannot be affected by Ability Accuracy.
Something like this would have been much better imo .. it removes the horrible AI factor and makes it more about skill rather than what the game's behavior will throw at you. Allows alliances to think through something instead of feeling like there's just no way around it other than brute force and reviving which is where we stand right now.
Path 9, your best bet is going to be iceman w/odin synergy for the whole thing. You know you’ll be seeing tactics on one eye open.
Tying the attack tactic to the most unreliable mechanic in the game, parry, is ridiculous. People don’t complain as much anymore probably because they just deal with it, but failed parries/dropped inputs still happen quite a bit. It’s either choose between no items and death tolls in the hundreds or trying to win and burn through tons of loyalty on pots that are still way too expensive, and still have insanely high death counts. This is going to be a bloodbath every war.
Couple ideas for quick fixes to Magic Thief to at least make it manageable:
1) get rid of the indestructible proc on a dex/dodge.
2) increase the timer from every 5 seconds to 8, 10, or 12 seconds