**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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She-Hulk Heavy Speed Bug Fix [Title Edited for Clarity]
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The above example also applies to other champions like Proxima Midnight and Doctor Voodoo. Intercepting strategies get tweaked against different champions because certain champions’ medium attacks have faster animations than other champions. Additionally, certain champions’ medium attacks make contact earlier than other champions’ medium attacks. Venom, Thanos, and Unstoppable Colossus are champions’ whose medium attack animations are faster than average. Corvus Glaive, Warlock, and Sentinel are champions whose medium attack animations make contact later than average.
DickSlug - one of the most knowledgeable members of the MCOC community - has previously explained these things as products of MCOC’s unity engine game mechanics (see below). His explanation of MCOC hitboxes is invaluable when learning how to take your MCOC skills to higher levels.
My bad in advance if my interpretation of Miike’s and DickSlug’s writings are off:
https://www.reddit.com/r/ContestOfChampions/comments/5lnvcj/hit_detection_explained/?utm_source=share&utm_medium=ios_app
https://www.reddit.com/r/ContestOfChampions/comments/5lj2l1/whiffing_explained_with_pictures/?utm_source=share&utm_medium=ios_app
The larger issue is that the changelog should be the last in a long line of bug management processes. It is asking too much for the changelog to fully document everything about the lifecycle of a bug's discovery, analysis, discussion, and remediation. If the changelog was part of a larger better process, then the changelog itself wouldn't be necessarily problematic.
One more thing: I don't know the ins and outs of Kabam's development process specifically, but in my experience different parts of a game like this are often worked on by different people and there's a glitch I've seen affect more than one dev team. Things like animations are often worked on by different people than things like mechanical content - what we'd call things like abilities and effects. That makes sense because the work and the skills required are often radically different. But there's a tendency to think of the abilities and effects as being one thing that determines what "happens" in the game, and the animations and sequences as being a different more superficial kind of thing. That's *usually* true, but there's often an overlap where how an entity moves can critically affect what they can do, and this game is no exception. If there's a "cultural instinct" to assume that animations are cosmetic and abilities are consequential, a bug fix in the animation section of the game might not get the critical review attention it deserves. I've seen this mistake happen on a scale that would make the She-Hulk change look miniscule by comparison.
If Kabam KNOWS about it, and they PLAN on "fixing" them at some point in the future, they should tell people that.
Otherwise, it is a giant bait & switch tactic.
How about war machine sp1? It never stated you can't dex it. Will it be fixed? I also can't dex 100% agent venom sp2 and falcon sp2. Venoms sp2 seem to have more range and one dex isn't enough. A lot of examples.
Please do what's fare, leave miss shrek as she was all the time
The longer this goes on the more it sounds like people subscribe to Bush on trust (rather than the original).
"There's an old saying in Tennessee I know it's in Texas, probably in Tennessee--that says, fool me once, shame on--shame on you. Fool me-- you can't get fooled again."
This last "forced" android update, which isn't the 24.2 update, already nerfed she-hulk. I was in the middle of the 6.2.6 quest and about to fight The Champion boss when this hits me on surprise.
This wasn't stated on the description. It only said it would be fixed in the 24.2 update which is about to drop in a week, yet you did it earlier and forced the update upon us.
Here I was rushing to get this quest done before shewould get nerf, which plenty of time left. And now I mind as well quit since there is no way to beat the quest now.
How about the items spent to do this quest, just to get my champions champion in the middle of it with no notice of it?
Most of what you say seems legit and not unlike many large projects I’ve worked on. With a committee approach, sometimes things get lost (or added) in process. Every single decision doesn’t have to percolate all the way to the highest levels, which means lower levels might make decisions that have critical implications.
But I find your first paragraph implausible. Why?
Because there’s almost certainly a process for triaging bug fixes, which is what we’ve been told, more or less, in these forums. It seems odd to think that coders just take a look at the list of known and unknown issues and pick a random bug to fix without someone deciding the ones that take priority over others. And if chaining heavies at the end of a combo was a big game issue, this would likely have been a global fix, not a champ-specific one.
Perhaps I’m wrong and there are a bunch of siloed programmers sitting in cubicles, tossing code into the game without any oversight. There have been times the game feels like that might be what happens.
Like I said, I’m not a coder, which may be why I still don’t get it.
Dr. Zola
This is really good. And DickSlug doesn’t get nearly enough credit for the support he’s given the community. Thanks @DTMelodicMetal
Dr. Zola
Power Gain Nodes – Skilled players are going to be able to take advantage of her Heavy Attack custom charging effect. She can charge her Heavy Attacks for as long as she wants and while charging, the opponent’s first Basic Attack are going to be Evaded because of the Concussion. This is great against Power nodes in AvA!
Sheesh, you could have sold an Anti-Champion crystal featuring She-hulk and other champs with a tiny chance of a Thanos and made who-knows how much more than you think you're losing. No vision at all.
This suggests that your data noticed a rush of players going 6.2.6 champion using her style. Adjusting her kit is up to you, but readjusting your timeline for the adjustment clearly shows that you are targeting players progression with the rationale of the change.
Players ranked this champion specifically for this encounter and should have at least be granted a week to work on it, as was communicated.
All we ask for from you is better communication.
The announcement reads like this was a little tweak to She Hulk. Which it might have been to the person who worked on it.
"Version 24.1.6 will begin to roll out to Users. It will be released to all Players over the coming days.
It will update the game to a newer version of our Development Platform, and does not contain any player facing changes."
This update was forced upon us today. The part where it says "does not contain any player facing changes" is now proved wrong, since there is an issue where you introduced a change that was planned for the next update (next week) in it, difficulting the gameplay earlier for the players
it's completely clear that compensation to rectify how summoners were affected negatively is the only appropriate way to move forward.
i'm hoping the team decides to do right by us and let us recoup our burned resources so we can move forward.
I don't think that's relevant here. This is more of a rhythm thing. I'm not an expert on Unity, but I know the basics of attack chaining in combat games. When I'm attacking with standard attacks the AI can't attack back with standard attacks, or combat wouldn't work. There are mechanics that basically say that when I execute a light attack there's a period of time during which the target can't actively control movement, and when the target can't activate attacks (these two things are often different: you can often move at times when you can't activate attacks). Our ability to chain attacks together up to a point but no farther is baked into how the attacks work: if we follow attack X with attack Y fast enough, there's no moment in time when the opponent can counterattack. But if we're too slow and we leave a gap in between X and Y, the AI can sneak an attack in the middle. When we use our second medium we ourselves are unable to attack for a window of time, and that window is long enough that the AI "escapes" his temporary inability to attack, and can attack back. This is what eventually truncates our attacks.
I suspect that the combination of all of these effects and how they interact with each other is referred to internally at Kabam as "cadence." And every champion probably is supposed to honor the same cadence rules: two mediums force a pause in the chain, as does four lights. This allows the AI to attack back. You have to hold a heavy to "charge" it for some minimum length of time, and I'm guessing this hold time is supposed to be longer than the "suppression" you place on your target when using light and medium attacks. This prevents sticking a heavy at the end of a combo sequence without the AI having an opportunity to attack back. This is probably also a "cadence" rule. But it's apparently also a rule the game isn't following, and thus the players have no way to know it exists.
I don't think DS has ever dug into these specific mechanics, but even if he did he could only figure out what the game does, not what rules the developers are supposedly following when they use those action primitives.