Chimpyboy wrote: » As we start week 2 it's off to a bad start already. I've started thinking about just stepping back and joining a more chill alliance until this cluster gets sorted out one way or another.
Primmer79 wrote: » Why was there an extra move added on route 7 map 5? @Kabam Miike
shchong2 wrote: » Primmer79 wrote: » Why was there an extra move added on route 7 map 5? @Kabam Miike Oh, wasn't paying attention, didn't notice there's an extra move added on route 7 map 5 .... which tier of map 5 may I ask? Wasn't really comparing the map before and after.
Primmer79 wrote: » shchong2 wrote: » Primmer79 wrote: » Why was there an extra move added on route 7 map 5? @Kabam Miike Oh, wasn't paying attention, didn't notice there's an extra move added on route 7 map 5 .... which tier of map 5 may I ask? Wasn't really comparing the map before and after. Tier 1, route 7 of map 5. Right before it merges with route 8. new, empty node.
DarkestDestroyer wrote: » DNA3000 wrote: » DarkestDestroyer wrote: » Stephen_Lynch wrote: » My alliance is a 15 million rated alliance we have been doing map 5x5 for past year 100% every time. You added Sentinels and all of a sudden we struggled to get through the first section without using pots and day 4 had a BG not finish. We also have had 4 people quit the game and 5 more waiting until the end of our war we are in to finish. But no you didn’t make it harder. You just killed Wolverine because he heals too much and you don’t get enough people buying alliance pots. Be honest @Kabam Miike this is a way to increase difficulty. I know there are counters. But symbiods don’t need counters. There for you did increase the difficulty and you know you did. Get rid of the stupid sentinels. They are annoying as hell. I did the halls of healing everyday and stocked up knowing it was going to be rough. I maybe use 1-3 pots on day 4 and 5. I use all 15 pots day 2 and 3. Only fights I lost on were sentinels that can hit me even when I’m blocking and all there many other annoying abilities. @Stephen_Lynch you can still use wolverine and regen against them you know? They hardly have any health it’s a simple fight. I’m so mind blown by all the outrage Its now an observable fact that the combined changes to AQ have made it a huge quantum leap harder for a large percentage of the players. Precisely why it is happening is debatable, but that it is in fact a huge difficulty jump is no longer debatable. The question now is what to do about it. If you don't understand how it could be more difficult, that's simply a fundamental limitation of your ability to engage in the details of the situation. I'm saying this as someone whose alliance materially benefitted from the change. We jumped over 200 places in AQ standing last week even though we scored fewer points. That doesn't impact my ability to see that the change would have a large negative impact on players as a whole. And as Kabam's official position was and still amazingly is that there was no intent to increase difficulty beyond novelty, it is entirely understandable that players would be upset about a change that clearly went completely overboard what it was described to do. If the devs say a change will do X, and it actually does something completely different than X, and that change materially harms the playing experience of a large percentage of the players, and the devs refuse to even acknowledge this is actually happening I would expect those players to react strongly negatively. I don't see how anyone's mind could be blown by the obvious and predictable. It is doubly annoying when the devs were so obviously wrong it is difficult to invent an excuse that allows for that level of wrong to happen by accident. Dude just because they can’t bleed or be poisoned doesn’t make them more difficult to fight. Yeah the mini bosses are slightly difficult but when there are 10 people with 3 champs each it’s easy to defeat them, they all have various counters, NC is bugged so he won’t evade. I mean instead of trying to sound clever why not give a solution? What is it you want done?
DNA3000 wrote: » DarkestDestroyer wrote: » Stephen_Lynch wrote: » My alliance is a 15 million rated alliance we have been doing map 5x5 for past year 100% every time. You added Sentinels and all of a sudden we struggled to get through the first section without using pots and day 4 had a BG not finish. We also have had 4 people quit the game and 5 more waiting until the end of our war we are in to finish. But no you didn’t make it harder. You just killed Wolverine because he heals too much and you don’t get enough people buying alliance pots. Be honest @Kabam Miike this is a way to increase difficulty. I know there are counters. But symbiods don’t need counters. There for you did increase the difficulty and you know you did. Get rid of the stupid sentinels. They are annoying as hell. I did the halls of healing everyday and stocked up knowing it was going to be rough. I maybe use 1-3 pots on day 4 and 5. I use all 15 pots day 2 and 3. Only fights I lost on were sentinels that can hit me even when I’m blocking and all there many other annoying abilities. @Stephen_Lynch you can still use wolverine and regen against them you know? They hardly have any health it’s a simple fight. I’m so mind blown by all the outrage Its now an observable fact that the combined changes to AQ have made it a huge quantum leap harder for a large percentage of the players. Precisely why it is happening is debatable, but that it is in fact a huge difficulty jump is no longer debatable. The question now is what to do about it. If you don't understand how it could be more difficult, that's simply a fundamental limitation of your ability to engage in the details of the situation. I'm saying this as someone whose alliance materially benefitted from the change. We jumped over 200 places in AQ standing last week even though we scored fewer points. That doesn't impact my ability to see that the change would have a large negative impact on players as a whole. And as Kabam's official position was and still amazingly is that there was no intent to increase difficulty beyond novelty, it is entirely understandable that players would be upset about a change that clearly went completely overboard what it was described to do. If the devs say a change will do X, and it actually does something completely different than X, and that change materially harms the playing experience of a large percentage of the players, and the devs refuse to even acknowledge this is actually happening I would expect those players to react strongly negatively. I don't see how anyone's mind could be blown by the obvious and predictable. It is doubly annoying when the devs were so obviously wrong it is difficult to invent an excuse that allows for that level of wrong to happen by accident.
DarkestDestroyer wrote: » Stephen_Lynch wrote: » My alliance is a 15 million rated alliance we have been doing map 5x5 for past year 100% every time. You added Sentinels and all of a sudden we struggled to get through the first section without using pots and day 4 had a BG not finish. We also have had 4 people quit the game and 5 more waiting until the end of our war we are in to finish. But no you didn’t make it harder. You just killed Wolverine because he heals too much and you don’t get enough people buying alliance pots. Be honest @Kabam Miike this is a way to increase difficulty. I know there are counters. But symbiods don’t need counters. There for you did increase the difficulty and you know you did. Get rid of the stupid sentinels. They are annoying as hell. I did the halls of healing everyday and stocked up knowing it was going to be rough. I maybe use 1-3 pots on day 4 and 5. I use all 15 pots day 2 and 3. Only fights I lost on were sentinels that can hit me even when I’m blocking and all there many other annoying abilities. @Stephen_Lynch you can still use wolverine and regen against them you know? They hardly have any health it’s a simple fight. I’m so mind blown by all the outrage
Stephen_Lynch wrote: » My alliance is a 15 million rated alliance we have been doing map 5x5 for past year 100% every time. You added Sentinels and all of a sudden we struggled to get through the first section without using pots and day 4 had a BG not finish. We also have had 4 people quit the game and 5 more waiting until the end of our war we are in to finish. But no you didn’t make it harder. You just killed Wolverine because he heals too much and you don’t get enough people buying alliance pots. Be honest @Kabam Miike this is a way to increase difficulty. I know there are counters. But symbiods don’t need counters. There for you did increase the difficulty and you know you did. Get rid of the stupid sentinels. They are annoying as hell. I did the halls of healing everyday and stocked up knowing it was going to be rough. I maybe use 1-3 pots on day 4 and 5. I use all 15 pots day 2 and 3. Only fights I lost on were sentinels that can hit me even when I’m blocking and all there many other annoying abilities.
Kabam Lyra wrote: » Hi all! I just wanted to thank you for your continued feedback. I know you are all anxious for updates from us, and I totally understand why as we are going into a new AQ week. But please hang in there and be patient as the Game Team is looking at and analyzing the behind the scenes data that has been gathered so far. When we have any more meaningful information to share with you about the changes, we will. Thanks!
DNA3000 wrote: » You keep saying the Sentinels and the minibosses have counters, as if that matters at all. Everything has counters. The Collector has counters. Saying something has counters says exactly nothing about its difficulty. It says less than nothing, because it implies something false, while saying nothing materially relevant.
Kabam DK wrote: » Mcord117 wrote: » Kabam DK wrote: » Batty_Numppo wrote: » What is Morningstar’s curse buff? When you block one of her hits, she will gain a soul (her persistent charges) Wait, what??? So why not just give her 5 charged to start the fight? Unreal The goal with the Oppressive Curse buff is to give Morningstar ways to gain Souls (otherwise she'd never gain ANY) while also providing a way for skilled players to avoid giving them to her. If you intercept her, she'll never gain any. If you don't, you'll need a bleed immune Champion
Mcord117 wrote: » Kabam DK wrote: » Batty_Numppo wrote: » What is Morningstar’s curse buff? When you block one of her hits, she will gain a soul (her persistent charges) Wait, what??? So why not just give her 5 charged to start the fight? Unreal
Kabam DK wrote: » Batty_Numppo wrote: » What is Morningstar’s curse buff? When you block one of her hits, she will gain a soul (her persistent charges)
Batty_Numppo wrote: » What is Morningstar’s curse buff?
Blooregarde wrote: » Kabam DK wrote: » Mcord117 wrote: » Kabam DK wrote: » Batty_Numppo wrote: » What is Morningstar’s curse buff? When you block one of her hits, she will gain a soul (her persistent charges) Wait, what??? So why not just give her 5 charged to start the fight? Unreal The goal with the Oppressive Curse buff is to give Morningstar ways to gain Souls (otherwise she'd never gain ANY) while also providing a way for skilled players to avoid giving them to her. If you intercept her, she'll never gain any. If you don't, you'll need a bleed immune Champion Hi @Kabam DK , I just wanted to inquire a little more about this comment you made. You had indicated that the whole point of the Oppressive Curse buff is to allow Morningstar a way to gain Souls, and that if we intercepted she'll never gain any at all...and further added that if we don't, we'll need a bleed immune champion (thus implying), if we played flawlessly, we wouldn't require a bleed immune champion. However, from the screenshots I've seen of Morningstar on Map 5, it seems that she's awakened, and by being awakened, she automatically starts with at least 1 Soul, no matter what, and 1 Soul is all she needs to inflict bleed onto the enemy at a 50% chance. Does this not make your comment incorrect? Or are we able to bring champions that are not bleed immune and should be able to play flawlessly and take 0 damage? I think it would be nice if this was clarified to avoid having members of the MCoC community bringing champs that are ill-suited for Morningstar and end up using more resources than intended due to incorrect information? I've attached an image to confirm that she is awakened.
DNA3000 wrote: » Blooregarde wrote: » Kabam DK wrote: » Mcord117 wrote: » Kabam DK wrote: » Batty_Numppo wrote: » What is Morningstar’s curse buff? When you block one of her hits, she will gain a soul (her persistent charges) Wait, what??? So why not just give her 5 charged to start the fight? Unreal The goal with the Oppressive Curse buff is to give Morningstar ways to gain Souls (otherwise she'd never gain ANY) while also providing a way for skilled players to avoid giving them to her. If you intercept her, she'll never gain any. If you don't, you'll need a bleed immune Champion Hi @Kabam DK , I just wanted to inquire a little more about this comment you made. You had indicated that the whole point of the Oppressive Curse buff is to allow Morningstar a way to gain Souls, and that if we intercepted she'll never gain any at all...and further added that if we don't, we'll need a bleed immune champion (thus implying), if we played flawlessly, we wouldn't require a bleed immune champion. However, from the screenshots I've seen of Morningstar on Map 5, it seems that she's awakened, and by being awakened, she automatically starts with at least 1 Soul, no matter what, and 1 Soul is all she needs to inflict bleed onto the enemy at a 50% chance. Does this not make your comment incorrect? Or are we able to bring champions that are not bleed immune and should be able to play flawlessly and take 0 damage? I think it would be nice if this was clarified to avoid having members of the MCoC community bringing champs that are ill-suited for Morningstar and end up using more resources than intended due to incorrect information? I've attached an image to confirm that she is awakened. Your analysis sounds correct to me. Ordinarily, Morningstar should start the fight with one soul if she is awakened, and one soul is all she needs to inflict bleed 50% of the time an attack makes physical contact. Whether you intercept her or not, you will need a bleed immune champion as far as I can see. @Kabam DK statement about needing a bleed immune champion if you don't intercept appears to be misleading, as interception appears to have no bearing on Morningstar's ability to inflict bleed.
Blooregarde wrote: » DNA3000 wrote: » Blooregarde wrote: » Kabam DK wrote: » Mcord117 wrote: » Kabam DK wrote: » Batty_Numppo wrote: » What is Morningstar’s curse buff? When you block one of her hits, she will gain a soul (her persistent charges) Wait, what??? So why not just give her 5 charged to start the fight? Unreal The goal with the Oppressive Curse buff is to give Morningstar ways to gain Souls (otherwise she'd never gain ANY) while also providing a way for skilled players to avoid giving them to her. If you intercept her, she'll never gain any. If you don't, you'll need a bleed immune Champion Hi @Kabam DK , I just wanted to inquire a little more about this comment you made. You had indicated that the whole point of the Oppressive Curse buff is to allow Morningstar a way to gain Souls, and that if we intercepted she'll never gain any at all...and further added that if we don't, we'll need a bleed immune champion (thus implying), if we played flawlessly, we wouldn't require a bleed immune champion. However, from the screenshots I've seen of Morningstar on Map 5, it seems that she's awakened, and by being awakened, she automatically starts with at least 1 Soul, no matter what, and 1 Soul is all she needs to inflict bleed onto the enemy at a 50% chance. Does this not make your comment incorrect? Or are we able to bring champions that are not bleed immune and should be able to play flawlessly and take 0 damage? I think it would be nice if this was clarified to avoid having members of the MCoC community bringing champs that are ill-suited for Morningstar and end up using more resources than intended due to incorrect information? I've attached an image to confirm that she is awakened. Your analysis sounds correct to me. Ordinarily, Morningstar should start the fight with one soul if she is awakened, and one soul is all she needs to inflict bleed 50% of the time an attack makes physical contact. Whether you intercept her or not, you will need a bleed immune champion as far as I can see. @Kabam DK statement about needing a bleed immune champion if you don't intercept appears to be misleading, as interception appears to have no bearing on Morningstar's ability to inflict bleed. When DK made that comment, I presumed that she would be not awakened and thus not starting with 1 soul, so then if you were to play and always intercept and not block, you wouldn't need a bleed immune champ. So either DK's comment was incorrect/misleading, or Morningstar shouldn't be awaken? No?
Midnightfox wrote: » Clap clap. Kabam always outdoing themselves on bugs. Guess what since it’s not beneficial to the players they are gonna keep it all aq. Yay! Now if that bug had benefitted us the game would have went down for emergency maintenance and be fixed promptly. This is why people are walking away and no one trusts anything the mods say. Ridiculous that as always we have to bend over and take it.
DNA3000 wrote: » Midnightfox wrote: » Clap clap. Kabam always outdoing themselves on bugs. Guess what since it’s not beneficial to the players they are gonna keep it all aq. Yay! Now if that bug had benefitted us the game would have went down for emergency maintenance and be fixed promptly. This is why people are walking away and no one trusts anything the mods say. Ridiculous that as always we have to bend over and take it. To be honest, I think if the bug deleted an unoccupied node the devs would be similarly slow to make changes even though that would be a small net benefit. There's a germ of truth to the notion that bugs that benefit the players are acted upon faster than bugs that hurt the players. How fast and how dramatically the devs take steps to address a bug generally involve what that bug's overall impact on the game is, especially in terms of resource management. A bug that hands tons of resources to the players is going to have a much higher priority than a bug that withholds resources from players. And that's because of a simple if harsh truth: when the game has an exploitable bug that can convert into tons of resources allowing that bug to persist will rapidly unbalance the game because players will quickly gravitate to that exploit if left unchecked. But when a bug exists that withholds resources from the players, all that tends to do is globally slow everyone down, which isn't as big a threat to game balance. Game developers don't explain this very well, or at all. And it translates into honestly predictable suspicions surrounding their motives when they act to stamp out bugs in obviously different ways for different bugs that have nothing to do with the effort involved to address them.