Alright everybody, we have another fix for Can't Stop Won't Stop coming. This one is a short term fix that should alleviate the issues presented, and there will be a longer term fix coming in the future:- Change Damage Reduction from 90% to 50%- Change Fury from 100% to 25%- Change Power Gain from 10% of a Bar Per second to 2% of a Bar per secondI don't have a specific ETA on this at this time, but we want to get this tested and out as soon as we can! This is a good change and definitely brings the node to a reasonable level of difficulty, so I don't want to sound too critical here, but I think players will ultimately just use Corvus/Omega/Ghost or any other commonly used top champion instead of using a champion that goes unstoppable. Some of these champions still do more damage even with the damage penalty, plus they will avoid giving the enemy any kind of buff.The original dev note made it sound like the goal of the node was to use champions that go unstoppable, and play aggressively when you are unstoppable. But it's hard to play aggressively when the enemy is gaining power, even small amounts. I think it would be cool if the enemy gained LESS power when you are unstoppable. Yeah it makes the node easier, which after this change it doesn't need to be, but I think it plays to the theme of the node more and would make people actually want to level up certain champions over the most commonly seen ones. Hey Brian,@Kabam DK isn't able to come to the Forums right now, but he asked me to let you know that this is a valid concern, but please remember that this is a Temporary fix. The Long Term fix (which won't be out for a bit) will have a bigger damage reduction again (probably not as high as before), but will also be re-tuned to focus more on the original intent of the node. You can be pretty sure that Power Gain won't be involved then.
Alright everybody, we have another fix for Can't Stop Won't Stop coming. This one is a short term fix that should alleviate the issues presented, and there will be a longer term fix coming in the future:- Change Damage Reduction from 90% to 50%- Change Fury from 100% to 25%- Change Power Gain from 10% of a Bar Per second to 2% of a Bar per secondI don't have a specific ETA on this at this time, but we want to get this tested and out as soon as we can! This is a good change and definitely brings the node to a reasonable level of difficulty, so I don't want to sound too critical here, but I think players will ultimately just use Corvus/Omega/Ghost or any other commonly used top champion instead of using a champion that goes unstoppable. Some of these champions still do more damage even with the damage penalty, plus they will avoid giving the enemy any kind of buff.The original dev note made it sound like the goal of the node was to use champions that go unstoppable, and play aggressively when you are unstoppable. But it's hard to play aggressively when the enemy is gaining power, even small amounts. I think it would be cool if the enemy gained LESS power when you are unstoppable. Yeah it makes the node easier, which after this change it doesn't need to be, but I think it plays to the theme of the node more and would make people actually want to level up certain champions over the most commonly seen ones.
Alright everybody, we have another fix for Can't Stop Won't Stop coming. This one is a short term fix that should alleviate the issues presented, and there will be a longer term fix coming in the future:- Change Damage Reduction from 90% to 50%- Change Fury from 100% to 25%- Change Power Gain from 10% of a Bar Per second to 2% of a Bar per secondI don't have a specific ETA on this at this time, but we want to get this tested and out as soon as we can!
Alright everybody, we have another fix for Can't Stop Won't Stop coming. This one is a short term fix that should alleviate the issues presented, and there will be a longer term fix coming in the future:- Change Damage Reduction from 90% to 50%- Change Fury from 100% to 25%- Change Power Gain from 10% of a Bar Per second to 2% of a Bar per secondI don't have a specific ETA on this at this time, but we want to get this tested and out as soon as we can! This is a good change and definitely brings the node to a reasonable level of difficulty, so I don't want to sound too critical here, but I think players will ultimately just use Corvus/Omega/Ghost or any other commonly used top champion instead of using a champion that goes unstoppable. Some of these champions still do more damage even with the damage penalty, plus they will avoid giving the enemy any kind of buff.The original dev note made it sound like the goal of the node was to use champions that go unstoppable, and play aggressively when you are unstoppable. But it's hard to play aggressively when the enemy is gaining power, even small amounts. I think it would be cool if the enemy gained LESS power when you are unstoppable. Yeah it makes the node easier, which after this change it doesn't need to be, but I think it plays to the theme of the node more and would make people actually want to level up certain champions over the most commonly seen ones. Hey Brian,@Kabam DK isn't able to come to the Forums right now, but he asked me to let you know that this is a valid concern, but please remember that this is a Temporary fix. The Long Term fix (which won't be out for a bit) will have a bigger damage reduction again (probably not as high as before), but will also be re-tuned to focus more on the original intent of the node. You can be pretty sure that Power Gain won't be involved then. Ah ok I guess I missed the short term fix part of the update. I hope the long term fix makes champions that go unstoppable truly feel unstoppable. Would make for a fun lane. Appreciate the update.
It's totally ridiculous how Hyperion gains power while you can't. You have to basically keep baiting him for 20seconds wasting time. On top of that, class advantage people like Dr Strange (the SORCERER SUPREME) and Symbiotie Supreme take 5 times longer to gain power. Utterly ridiculous for a Map 5 mini boss. Thanos the map boss is easier than Hyperion.Kabam seems constantly oblivious to what players are running map 5. We had issues with Sentinels when they first came out and now a mini boss tougher than the bosses of both seasons.
Is that any kind of joke @BrianGrant ?How many Unstoppable champions people have ? Are we need to recruit 1 unstoppable champions member for per bg to doing map 7 ? Or kabam giving everyone free 6 star thing ? We are talking here from start of the map 7 and you are talkkng about giving back that node again ,Wow what a great community Show us live in youtube and take that node down ...So we can believe you ,Alright everybody, we have another fix for Can't Stop Won't Stop coming. This one is a short term fix that should alleviate the issues presented, and there will be a longer term fix coming in the future:- Change Damage Reduction from 90% to 50%- Change Fury from 100% to 25%- Change Power Gain from 10% of a Bar Per second to 2% of a Bar per secondI don't have a specific ETA on this at this time, but we want to get this tested and out as soon as we can! This is a good change and definitely brings the node to a reasonable level of difficulty, so I don't want to sound too critical here, but I think players will ultimately just use Corvus/Omega/Ghost or any other commonly used top champion instead of using a champion that goes unstoppable. Some of these champions still do more damage even with the damage penalty, plus they will avoid giving the enemy any kind of buff.The original dev note made it sound like the goal of the node was to use champions that go unstoppable, and play aggressively when you are unstoppable. But it's hard to play aggressively when the enemy is gaining power, even small amounts. I think it would be cool if the enemy gained LESS power when you are unstoppable. Yeah it makes the node easier, which after this change it doesn't need to be, but I think it plays to the theme of the node more and would make people actually want to level up certain champions over the most commonly seen ones. Hey Brian,@Kabam DK isn't able to come to the Forums right now, but he asked me to let you know that this is a valid concern, but please remember that this is a Temporary fix. The Long Term fix (which won't be out for a bit) will have a bigger damage reduction again (probably not as high as before), but will also be re-tuned to focus more on the original intent of the node. You can be pretty sure that Power Gain won't be involved then. Ah ok I guess I missed the short term fix part of the update. I hope the long term fix makes champions that go unstoppable truly feel unstoppable. Would make for a fun lane. Appreciate the update.
Is that any kind of joke @BrianGrant ?How many Unstoppable champions people have ? Are we need to recruit 1 unstoppable champions member for per bg to doing map 7 ? Or kabam giving everyone free 6 star thing ? We are talking here from start of the map 7 and you are talkkng about giving back that node again ,Wow what a great community Show us live in youtube and take that node down ...So we can believe you ,Alright everybody, we have another fix for Can't Stop Won't Stop coming. This one is a short term fix that should alleviate the issues presented, and there will be a longer term fix coming in the future:- Change Damage Reduction from 90% to 50%- Change Fury from 100% to 25%- Change Power Gain from 10% of a Bar Per second to 2% of a Bar per secondI don't have a specific ETA on this at this time, but we want to get this tested and out as soon as we can! This is a good change and definitely brings the node to a reasonable level of difficulty, so I don't want to sound too critical here, but I think players will ultimately just use Corvus/Omega/Ghost or any other commonly used top champion instead of using a champion that goes unstoppable. Some of these champions still do more damage even with the damage penalty, plus they will avoid giving the enemy any kind of buff.The original dev note made it sound like the goal of the node was to use champions that go unstoppable, and play aggressively when you are unstoppable. But it's hard to play aggressively when the enemy is gaining power, even small amounts. I think it would be cool if the enemy gained LESS power when you are unstoppable. Yeah it makes the node easier, which after this change it doesn't need to be, but I think it plays to the theme of the node more and would make people actually want to level up certain champions over the most commonly seen ones. Hey Brian,@Kabam DK isn't able to come to the Forums right now, but he asked me to let you know that this is a valid concern, but please remember that this is a Temporary fix. The Long Term fix (which won't be out for a bit) will have a bigger damage reduction again (probably not as high as before), but will also be re-tuned to focus more on the original intent of the node. You can be pretty sure that Power Gain won't be involved then. Ah ok I guess I missed the short term fix part of the update. I hope the long term fix makes champions that go unstoppable truly feel unstoppable. Would make for a fun lane. Appreciate the update. Huh? Maybe there's some kind of misunderstanding here. I'm saying I want the node to buff up our champions more when they go unstoppable. This would make the node easier than it is today. Increase the damage you can do greatly when unstoppable while lowering the enemy's power gain, or give your champion a stacking damage increase each time they trigger unstoppable that lasts the duration of the fight, something like this that helps players.
Who was map 6 miniboss
Some pots? I would hope all pots I used would be given back based on how bugged cant stop wont stop was in section 1. I drained my stash and my glory to work around a broken node
hey guys why am i still getting season 5 crystals? i'm owed a bunch of Season 6 crystals.I need the resources but i'm afraid you guys won't be able to give me my proper rewards if i open them. when is this going to be fixed? Can i open them and still get some kind of compensation later?
hey guys why am i still getting season 5 crystals? i'm owed a bunch of Season 6 crystals.I need the resources but i'm afraid you guys won't be able to give me my proper rewards if i open them. when is this going to be fixed? Can i open them and still get some kind of compensation later? There is no season 6 crystals yet. They are updating them later Later like when? In time for season 7?
hey guys why am i still getting season 5 crystals? i'm owed a bunch of Season 6 crystals.I need the resources but i'm afraid you guys won't be able to give me my proper rewards if i open them. when is this going to be fixed? Can i open them and still get some kind of compensation later? There is no season 6 crystals yet. They are updating them later
hey guys why am i still getting season 5 crystals? i'm owed a bunch of Season 6 crystals.I need the resources but i'm afraid you guys won't be able to give me my proper rewards if i open them. when is this going to be fixed? Can i open them and still get some kind of compensation later? There is no season 6 crystals yet. They are updating them later Later like when? In time for season 7? They havent said exactly how long but they said they had to gather data and itll probably take a couple series of the new aq
hey guys why am i still getting season 5 crystals? i'm owed a bunch of Season 6 crystals.I need the resources but i'm afraid you guys won't be able to give me my proper rewards if i open them. when is this going to be fixed? Can i open them and still get some kind of compensation later? There is no season 6 crystals yet. They are updating them later Later like when? In time for season 7? They havent said exactly how long but they said they had to gather data and itll probably take a couple series of the new aq The have to gather data in order to release season 6 crystals? That doesn't make sense. Can you post the actual announcement?