**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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Has the Tunnel vision nodes been looked at yet? Those are broken as well.
Also I am a bit concerned as next week we will be getting a whole new map variation and possibly a whole new set of bugs. How can we help speed up the process of reporting issues and getting them addressed so it does not take 3 weeks to get all the map issues sorted out.
I know you guys are working on Can't stop won't stop, but at least can you comment on Tunnel Vision? Is it broken? Working as intended? Status on this would be great.
But the compensation package for all the items used during this first release of season 6 and all the resources for the maps should be given to all participating players to say the least. Many had spent really world money and so much time on timeouts during single fights to get pass this BS path along with other bugs plaguing this new season. The least decent thing to do is to give us back the items wasted.!!
For empowered healing / spectre combo please provide 1) damage reduction defender has when attacker isn't under beneficial effect, 2) what % of healing of attacker does defender take as damage, 3) how does the interaction of spectre (reverse healing) impact item 2) above.
Hopefully you set the item 1) no higher than 50% like you are doing with Can't Stop Won't Stop. Hopefully 2) is something really high like 500%+ considering you are making us reverse heal 1/2 the fight ... hoping item 3) is based on healing you should have healed
How does spectre interact with the 400% damage? During that time does it not hurt defender? Do you they actually regen? I don't like they combo'ed those two together. 50% reduction would probably be little more balanced. Not as bad as Can't Stop / Won't Stop but shouldn't have node combo'ed with spectre to limit regen amount.
Is the damage received from Void while debuffs are present also impacted by -75% (these aren't dots)?
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.
What we're looking into is a better way to show if there is a better way to display when Falter is approaching.
What we're looking into is a better way to show if there is a better way to display when Falter is approaching.
Incorrect sir, it activates totally at random! It activates when not repeating actions such as doing a M,L,M combo, it activates after doing a parry on the first attack, it doesn’t activate after double dash backs. It just all around has no predictability and seems to just activate randomly.
https://youtu.be/JvfWM_gzGOo
He parries, then heavies and his first heavy hit misses. How is this working as intended?
Lol, why’s that say it’s quoting me saying it works properly?😂 I did something wrong when quoting Kabam Mike, those are his words🤦♂️
If the m,l,m was a tap swipe on the left then tap on the right followed by a tap swipe on the right it would be LtsRtts. The tap repeated itself on the right side.
And look I’m not saying it isn’t broken somehow or the trigger for repeating actions is too quick. There are simply explanations.
I will say this thread is not best place to report this; start a one in bugs and known issues or submit a ticket with support. Both of those options will give a better shot at highlighting the issue and reaching a resolution.