Gimmicky. Counter intuitive. And both boring and potentially lethal at the same time. Would be bearable (is that what we aspire though?) if it appeared on the occasional node. Say, a single boss fight in a full story chapter. But could be a disaster if implemented wider. Eg in war or AQ. The potential for ridiculous matches and combinations of nodes, is borderline limitless.
It isn’t any fun. And when the novelty (precious little already) wears off, will feel utterly redundant and limiting at best. A meager 2 out of ten, if I’m being generous. Instashelf material. Should’ve been beta tested, instead of implemented. And even that is questionable. It’s so obviously a terrible idea, it surprises me it wasn’t shot down at the Stand Up.
In short, no. It’s dumb and literally adds nothing to the game.
This feedback is really important to us, and we want to make sure that our team gets to know your thoughts on Root. So, we need to ask that you guys give feedback on your current experience ONLY. We're going to be removing any posts on Possible Nodes etc. that you don't want to see Root on (that's another discussion, and we will be happy to have that later), and any posts unrelated to direct feedback on Root.
We welcome all constructive feedback, positive or negative! Let us know what you like, and what you don't, but keep it about Root!
Think about it this way. This is a way for the game to make you dodge non-projectile attacks. Since non-projectile attacks can be dodged completely just by creating enough distance, they are usually not a challenge to dodge. This new node essentially adds a layer of new difficulty/skill required because it converts non-projectile attacks into projectile attacks. It's not really an unnecessary mechanic in the sense that it adds a new layer of gameplay into the game.
People are against any challenge greater than parry + smash. Only that is fair.
The whole purpose of this thread is to provide feedback and feedback is both positive and negative. So you and I can say what we want.
And no people don't want parry and smash. Stun immune exists, limber exists. We don't get threads complaining about it.
The problem is that this root completely changes gameplay. And when couple with even more annoying defenders who already have ridiculous nodes, this thing will be disastrous.
If it is the occasional boss or side quest it is "fine" but when extended to whole paths and maps it becomes just ridiculous
But I don't get how this is different from any distance projectile-based attack?
This feedback is really important to us, and we want to make sure that our team gets to know your thoughts on Root. So, we need to ask that you guys give feedback on your current experience ONLY. We're going to be removing any posts on Possible Nodes etc. that you don't want to see Root on (that's another discussion, and we will be happy to have that later), and any posts unrelated to direct feedback on Root.
We welcome all constructive feedback, positive or negative! Let us know what you like, and what you don't, but keep it about Root!
I’m disliked it one thing is I’m really don’t see it fit in to this game personally it to late to add a whole new mechanic to a game there’s is that’s old it not that it bad it hard to get use to simple u can se if u hav dexterity it right because u stuk then u simply get rekt. My point of views is it it keep at only from sp it wil be fairly and I’m wil be happy to giv a it a few more try can’t said it totalt bad just a whole new mechanic there wil be hard to learn as revser controls stil is hard for me my brain can’t hanlde to much at the time. I’m somtimes miss the old. To much complexity involve as the game progresses out the years. I’m really enjoying the game but if there’s always get news and constantly new mechanic. I’m wil Hav to buy new phone More often to keep op with the mechanic to. Anyway what’s I’m like with the root u can punish sp u wasn’t Abel to do before so ther is a few good sing abudt it.
Think about it this way. This is a way for the game to make you dodge non-projectile attacks. Since non-projectile attacks can be dodged completely just by creating enough distance, they are usually not a challenge to dodge. This new node essentially adds a layer of new difficulty/skill required because it converts non-projectile attacks into projectile attacks. It's not really an unnecessary mechanic in the sense that it adds a new layer of gameplay into the game.
People are against any challenge greater than parry + smash. Only that is fair.
The whole purpose of this thread is to provide feedback and feedback is both positive and negative. So you and I can say what we want.
And no people don't want parry and smash. Stun immune exists, limber exists. We don't get threads complaining about it.
The problem is that this root completely changes gameplay. And when couple with even more annoying defenders who already have ridiculous nodes, this thing will be disastrous.
If it is the occasional boss or side quest it is "fine" but when extended to whole paths and maps it becomes just ridiculous
But I don't get how this is different from any distance projectile-based attack?
Multi hit projectiles have always been a pain. Eg, Falcon, war Machine , blade. But multihit mele special attacks are far more common. Now every multi hit special is essentially projectiles. Blocking would be the best choice but with the attack values you cant realestically take more than a few to the block. And if they're unblockable it becomes a death sentence
That's what negative nodes do. They make the game more difficult. Instead of making some niche nodes like Thorns, they actually made a fun and interactive node that mixes up the gameplay so it's not as boring. So my point is this: yes, it makes the game harder, but why are people complaining about an interactive node being implemented that would add difficulty into the game without making it niche to counter?
That's another point. Root is affected by AAR, meaning that even if the opponent's specials are multi-hit, a character that affects AA could potentially shut down the node.
I personally dislike The Root mechanic. It further complicates fights which were already hard.
If this mechanic is to go Into other areas like War and story Quests it will be a []show. Side quests alone are fine since there are barely 10 fights. And they are all low risk unlike AW.
While dodging specials and basic attacks while against the wall are hard enough ,now EVERY SINGLE SPECIAL IS against the wall.
This requires timing that has to be super precise . It's even worse against unblockable specials like colossus and diablo.
All in all unnecessary mechanic that nobody asked for.
What I liked the most about MCOC was the gajillion mechanics and playstyles that were derived form the basic steps of { Dash back, Dash forward, Block, Light,Medium,Heavy,Specials}.
Everything you did was within these . Adding a wall everytime the defender uses a special(This could in future be extended timers similar to encroaching stun for all we know)is just plain annoying and unnecessary.
I didn't even bother with root because I was using ghost and quake as well as AA who can cancel out Root using AAR.
Tl;Dr: Unnecessary mechanic that just bloats the game
"What I liked the most about MCOC was the gajillion mechanics and playstyles that were derived form the basic steps of { Dash back, Dash forward, Block, Light,Medium,Heavy,Specials}."
Isn't Root also derived from these moves? It's comparable to Inverted Controls where the gameplay is altered somewhat through the change of movement.
meaning you have to Dex special attacks within close proximity.
The last time this was implemented was the Champion Boss and we all know how well that went down
Thats a terrible example. The problem with the champion is not the dexing the specials in close proximity its that you arent forced into close prximity. You know what would make him ten times easier? If he rooted you during his specials in the 10% phase. You'd be able to get 3 dexs in during just one special
There are lots of special attacks with multi phases and some attacks are a double hit which is really fast and you can't do anything but block . Recently with the addition of the long dragged out projectile attacks. Evading right now is fine but I don't like the fact that you have to take so much block damage. I don't think its good for the future of this game.
Think about it this way. This is a way for the game to make you dodge non-projectile attacks. Since non-projectile attacks can be dodged completely just by creating enough distance, they are usually not a challenge to dodge. This new node essentially adds a layer of new difficulty/skill required because it converts non-projectile attacks into projectile attacks. It's not really an unnecessary mechanic in the sense that it adds a new layer of gameplay into the game.
People are against any challenge greater than parry + smash. Only that is fair.
The whole purpose of this thread is to provide feedback and feedback is both positive and negative. So you and I can say what we want.
And no people don't want parry and smash. Stun immune exists, limber exists. We don't get threads complaining about it.
The problem is that this root completely changes gameplay. And when couple with even more annoying defenders who already have ridiculous nodes, this thing will be disastrous.
If it is the occasional boss or side quest it is "fine" but when extended to whole paths and maps it becomes just ridiculous
But I don't get how this is different from any distance projectile-based attack?
Multi hit projectiles have always been a pain. Eg, Falcon, war Machine , blade. But multihit mele special attacks are far more common. Now every multi hit special is essentially projectiles. Blocking would be the best choice but with the attack values you cant realestically take more than a few to the block. And if they're unblockable it becomes a death sentence
That's what negative nodes do. They make the game more difficult. Instead of making some niche nodes like Thorns, they actually made a fun and interactive node that mixes up the gameplay so it's not as boring. So my point is this: yes, it makes the game harder, but why are people complaining about an interactive node being implemented that would add difficulty into the game without making it niche to counter?
There is a difference between nodes that make the game harder, but can be fully countered, and Root, which in some (many?) instances will mean you simply have to take damage, regardless of skill. Additionally, I am not sure it’s gonna be a node. It’s specifically mentioned it’s going to be a new game mechanic. You can’t extrapolate the full ‘experience’ by doing the current quest. Which has easy defenders. Cherry picked to make it doable. You need to think of other defenders and interactions.
Just a bad addition. Feels weird and as someone said, counter intuitive. When I first started the game, I wasn't mad because I couldn't dex, I understood the interaction and I knew when I was doing it wrong, I just needed practice. This doesn't feel that way, it feels like the game bugged mid fight. It's unnecessary, there's many more other areas to explore and fix in game, such as countless bugs, lags, adding new, fresh masteries, fixing some stale ones. This is just, why? It adds no element of fun or interactive challenge to a fight, just confusion. It's a no from me.
Think about it this way. This is a way for the game to make you dodge non-projectile attacks. Since non-projectile attacks can be dodged completely just by creating enough distance, they are usually not a challenge to dodge. This new node essentially adds a layer of new difficulty/skill required because it converts non-projectile attacks into projectile attacks. It's not really an unnecessary mechanic in the sense that it adds a new layer of gameplay into the game.
People are against any challenge greater than parry + smash. Only that is fair.
The whole purpose of this thread is to provide feedback and feedback is both positive and negative. So you and I can say what we want.
And no people don't want parry and smash. Stun immune exists, limber exists. We don't get threads complaining about it.
The problem is that this root completely changes gameplay. And when couple with even more annoying defenders who already have ridiculous nodes, this thing will be disastrous.
If it is the occasional boss or side quest it is "fine" but when extended to whole paths and maps it becomes just ridiculous
But I don't get how this is different from any distance projectile-based attack?
Multi hit projectiles have always been a pain. Eg, Falcon, war Machine , blade. But multihit mele special attacks are far more common. Now every multi hit special is essentially projectiles. Blocking would be the best choice but with the attack values you cant realestically take more than a few to the block. And if they're unblockable it becomes a death sentence
That's what negative nodes do. They make the game more difficult. Instead of making some niche nodes like Thorns, they actually made a fun and interactive node that mixes up the gameplay so it's not as boring. So my point is this: yes, it makes the game harder, but why are people complaining about an interactive node being implemented that would add difficulty into the game without making it niche to counter?
There is a difference between nodes that make the game harder, but can be fully countered, and Root, which in some (many?) instances will mean you simply have to take damage, regardless of skill. Additionally, I am not sure it’s gonna be a node. It’s specifically mentioned it’s going to be a new game mechanic. You can’t extrapolate the full ‘experience’ by doing the current quest. Which has easy defenders. Cherry picked to make it doable. You need to think of other defenders and interactions.
You're forgetting AAR. It can totally be fully countered.
It’s not bad but with some champs it lags when you try and punish specials. I encountered the exact thing above in the ghost to iceman fight. Same encounter for me also. The mechanic is cool but we need to be able to punish specials.
This feedback is really important to us, and we want to make sure that our team gets to know your thoughts on Root. So, we need to ask that you guys give feedback on your current experience ONLY. We're going to be removing any posts on Possible Nodes etc. that you don't want to see Root on (that's another discussion, and we will be happy to have that later), and any posts unrelated to direct feedback on Root.
We welcome all constructive feedback, positive or negative! Let us know what you like, and what you don't, but keep it about Root!
I think it's retty good thing I enjoyed but I think we should also get some advantages to counter rooting... give some advantages on dexing...and in side Quist it's really annoyingi do legendry permonth but today I started with epic and itsreally annoying too....
Terrible way to introduce the concept if it isn’t intended to be a node mechanic.
You REALLY dropped the ball. As you could have announced a Groot or King Groot rework, added the mechanic naturally, and introduced it that way. This way would have showed a new mechanic, in perfect context, whilst also getting players excited to try it out at their discretion.
Instead, you chose to smash the mechanic in everyone’s face front and center by annoying the player base and using it as a node and then asking for feedback from your now disgruntled player base.
Same mechanic, released in different ways, likely vastly different reactions.
1) I absolutely love this new mechanical. It's something new that completely changes how we look at our matches and playstyle and makes us think quick on the ideal placement of our champs we want for when we get rooted
2) I also love how there is a degree of skill to it seperating the good from the bad. Players who just throw units at content becuase of a lack of skill may have a tough time with this but it will also help improve their skill while constantly being forced to evade specials
3) however though there is an issue where when the defender completes the special attack and you retaliate in quick enough the attacker won't be able to land a hit and be pushed back
4) I'm a bit worried about how this will interact with extremely long specials from champs like Tigra, Omega red, apocalypse on unblockable special nodes. We don't need a degree to know that this will be the end of many
* This is just my early feedback and this is subject to change. I think we all need more time testing it with a more wide variety of champs. It's easy to see why this mechanic is not liked and if done incorrectly can drive many ppl away while at the same time if done correctly could make for a good addition to MCoC
Comments
This feedback is really important to us, and we want to make sure that our team gets to know your thoughts on Root. So, we need to ask that you guys give feedback on your current experience ONLY. We're going to be removing any posts on Possible Nodes etc. that you don't want to see Root on (that's another discussion, and we will be happy to have that later), and any posts unrelated to direct feedback on Root.
We welcome all constructive feedback, positive or negative! Let us know what you like, and what you don't, but keep it about Root!
It's unnecessary, there's many more other areas to explore and fix in game, such as countless bugs, lags, adding new, fresh masteries, fixing some stale ones. This is just, why?
It adds no element of fun or interactive challenge to a fight, just confusion. It's a no from me.
Should be removed immediately
Terrible as a node mechanic.
Terrible way to introduce the concept if it isn’t intended to be a node mechanic.
You REALLY dropped the ball. As you could have announced a Groot or King Groot rework, added the mechanic naturally, and introduced it that way. This way would have showed a new mechanic, in perfect context, whilst also getting players excited to try it out at their discretion.
Instead, you chose to smash the mechanic in everyone’s face front and center by annoying the player base and using it as a node and then asking for feedback from your now disgruntled player base.
Same mechanic, released in different ways, likely vastly different reactions.
Ideas are a commodity. Execution of them is not.
1) I absolutely love this new mechanical. It's something new that completely changes how we look at our matches and playstyle and makes us think quick on the ideal placement of our champs we want for when we get rooted
2) I also love how there is a degree of skill to it seperating the good from the bad. Players who just throw units at content becuase of a lack of skill may have a tough time with this but it will also help improve their skill while constantly being forced to evade specials
3) however though there is an issue where when the defender completes the special attack and you retaliate in quick enough the attacker won't be able to land a hit and be pushed back
4) I'm a bit worried about how this will interact with extremely long specials from champs like Tigra, Omega red, apocalypse on unblockable special nodes. We don't need a degree to know that this will be the end of many
* This is just my early feedback and this is subject to change. I think we all need more time testing it with a more wide variety of champs. It's easy to see why this mechanic is not liked and if done incorrectly can drive many ppl away while at the same time if done correctly could make for a good addition to MCoC