**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
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Proving the nodes are possible with certain defenders seems to be a relatively trivial exercise. Just because the devs can't beat it doesn't mean it is impossible. But conversely, just because they can beat it doesn't mean the difficulty design target was met, unless the design target was "not impossible." Surely the design target was something other than "not impossible."
It feels like this new map wasn’t tested properly. It also seems like a good number of people who were part of the beta feel like their feedback was ignored anyway.
Also, if you are testing individual nodes for specific counters, you are already missing the point of AW. With 9 paths, each player will need to clear the entire path with just 3 champs. In other words, each player needs to be able to squeeze every single possible counter for every single possible opponent along the path into their team of 3 that they bring in. Have you tested that out?
The introduction of nodes like aegis which can require very specific counters drastically reduces the probability that a player can counter every node along a path with his 3 chosen champs.
Don't overestimate the average skill level of the player base. I think your map design is great but not those nodes.
Sure if I have unlimited attempts at a node I can eventually one shot everything as well. Basically for aegis heavy / intercept I need to be spot on with heavy intercepts. Not an easy task but eventually I would nail it in one attempt
I dun think that is a great idea for new path9 node.
Only mrsinister immune to it ?
Actually. You guys should put more options to let us using more Champions to play with the node. (Eg : robot /Emma)
We're in the midst of the Off Season and we were asked directly to keep the feedback coming. So, I would advise everyone to say their piece. I'm hoping we get some clarity on what I asked in my previous post. I'll summarize it now. Whole Community gets new Map, then has to wait for a reward buff for a feature that only T5-T1 can utilize. Why?
A r5 thing on the final boss node, or a r5 korg on the final boss node, is "possible to beat in One Shot". But if that is the threshold for each and every single node along the path in AW, then AW will become unplayable. Please understand that it is not about finding a single solution to a node and then checking the box that says this node is playable.
Good to know. Thanks!
If you make the left, mid and right sides able to move to section 2 individualy, no links to each other, we can make do with the pointless energy eater spots. Have each section still have a portal at the end which leads everywhere - that is the only positive improment to the new map imo.
The increase in difficulty, with all the ridiculous node combinations and restricted counter possibilities... well, I won't repeat the points the many frustrated players have raised but they're sound. There was one person who said something like G1 and map 5 was their happy place. Right on! It was the right amount of competitive, and even though the timers still made it long, it was good stress free moments with your alli friends. I hope something can be done to salvage that, fellas.
Thanks
1. the current war map/new nodes is going to be retained, adjusted or reverted back to the previous one, and
2. Any update on rewards given the unintended increase in difficulty that the vast majority of the community has reported?
Thanks