AQ map 6 Changes - Thoughts?

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  • TyEdgeTyEdge Member Posts: 3,096 ★★★★★
    It plays like a tightrope, specifically the skill/tech/poison/power snack. You can’t bring champs immune to nullify without the attack penalty and/or poison. Almost all the meaningful power control is poisonable, though g99 has been solid for me. I really need hood to ensure a shrug from kingpin or else I’m screwed.
  • Hector_1475Hector_1475 Member Posts: 1,794 ★★★★★
    Carmel1 said:

    Hi everybody,

    I want to first apologize for the late response. It's been a very busy time here, and while we haven't been able to reply, we have been keeping up.

    The team has been actively discussing your feedback, especially around the Dual Class nodes. We don't have anything to share at this time, or know what/if action is required, but wanted you to know that your feedback has not been ignored. We will update you all if there is news to share.

    Not just the dual class.
    Removing the class restrictions for the poison + power snack maybe open it by couple of possible counters.
    You need to consider that not all of map6 players have roster deep enough.
    Power snack has tough interaction on many modifiers especially parry curse, turn the tide, kinetic transference. In my opinion this node has to go.



    And who exactly forced you to use those modifiers…?
  • Little_Crocodili29Little_Crocodili29 Member Posts: 309 ★★★

    Carmel1 said:

    Hi everybody,

    I want to first apologize for the late response. It's been a very busy time here, and while we haven't been able to reply, we have been keeping up.

    The team has been actively discussing your feedback, especially around the Dual Class nodes. We don't have anything to share at this time, or know what/if action is required, but wanted you to know that your feedback has not been ignored. We will update you all if there is news to share.

    Not just the dual class.
    Removing the class restrictions for the poison + power snack maybe open it by couple of possible counters.
    You need to consider that not all of map6 players have roster deep enough.
    Power snack has tough interaction on many modifiers especially parry curse, turn the tide, kinetic transference. In my opinion this node has to go.



    And who exactly forced you to use those modifiers…?
    Those are the mods everybody used to run map 6 with without issues previously.
  • Little_Crocodili29Little_Crocodili29 Member Posts: 309 ★★★

    Hi everybody,

    I want to first apologize for the late response. It's been a very busy time here, and while we haven't been able to reply, we have been keeping up.

    The team has been actively discussing your feedback, especially around the Dual Class nodes. We don't have anything to share at this time, or know what/if action is required, but wanted you to know that your feedback has not been ignored. We will update you all if there is news to share.

    It's also too overtuned. Defenders attack and hp pools have got to be readjusted. It's out of whack for a map 6.

    Also, I don't understand this framing "if action is required". Aren't your players telling you action is required?? And this is just a portion that bothers to come over here. There are loads of people feeling the same way, you're simply gonna lose those ones and not hear about it. Well, I guess kbm doesn't care...
  • TyEdgeTyEdge Member Posts: 3,096 ★★★★★
    edited May 2022
    Honestly that could’ve been said on day 2 or 3, and a timeline could’ve been set - 4 cycles to collect data, identify trends and determine what decreased summoner performance is due to the inherently difficulty of change versus the map itself. 2 more to figure out and implement fixes. Now we’re 3 cycles in and I don’t know what we have.

    If the dual class was gone in phase 2 and it was power snack 1 (25% of a bar) that’d be enough to shut me up.

    I’m sure they can look at game data to either figure out where items are used or where players are dying. If they’re concentrated in one area, that’s where the design is imbalanced.
  • TyEdgeTyEdge Member Posts: 3,096 ★★★★★
    edited May 2022
    While I’m here, since I’m using Kingpin in AQ, can someone confirm a mechanics question for me? He’s got 3111 base attack and gains 2146 from my mastery build. Rages add 933 (30% base attack). Since it doesn’t say “scales with base attack only,” does that mean my rages actually add 30% of the modified attack 5257 (that’s 1577)?

    I awakened KP after not pulling him from war rewards. I’m debating using all my skill stones to take him to sig 65 to gain a third rage.
  • QuikPikQuikPik Member Posts: 811 ★★★★
    The problem is the dual class lanes are everywhere ! One per section fine but not to the extent that you've used the mod. As everyone else has mentioned, the power snack one in section 2 is atrocious. It severely limits the number of champs that you can use there. And it's a really long path to boot.
  • Chief_primeChief_prime Member Posts: 72 ★★
    edited May 2022
    QuikPik said:

    The problem is the dual class lanes are everywhere ! One per section fine but not to the extent that you've used the mod. As everyone else has mentioned, the power snack one in section 2 is atrocious. It severely limits the number of champs that you can use there. And it's a really long path to boot.

    I'm not sure if you mean one lane with dual classes per section. But even so, no. These "identity paths" gotta go. Unless, like it's been repeated a thousand times here, they offer a bonus if u abide by them, and not for the love of all that's holy: a penalty to the other classes.
  • TyEdgeTyEdge Member Posts: 3,096 ★★★★★
    Day 4 and my first fight has 130,000 HP. This map asks so much more of each of us, even accounting for one fewer fight per person, and even before you account for the poison/power snack path and class penalties.
  • LordSmasherLordSmasher Member Posts: 1,541 ★★★★★
    TyEdge said:

    Day 4 and my first fight has 130,000 HP. This map asks so much more of each of us, even accounting for one fewer fight per person, and even before you account for the poison/power snack path and class penalties.

    Yeh, the defenders are way tankier and harder.
    The game mode is now just a big pain in the rear.
  • World EaterWorld Eater Member Posts: 3,701 ★★★★★
    God forbid you have to take a path where you don’t have the class callouts. 150 hit fights , even with a 150-combo Aegon. How fun.
  • SirGamesBondSirGamesBond Member Posts: 4,768 ★★★★★
    Nice of them to acknowledged this.
    I have been following this thread since day 1.
    And hoping that they bring these changes down a notch.

    First of all I don't do m6.
    And looking at all the feedback, I saw that they implemented m8 class nodes in this.

    I 'believe' (not having the first hand experience) people who are playing map6 are playing it just to their AQ, get their rewards and be done with it. These new counter specific paths/fights/nodes are doable for organised alliances, they can catch up and adapt.

    But, not all map5/6 alliances feel the need of assigning paths and manage sections for boss killers and players who clear paths. Far too many of these alliances are easy going.
    I can only imagine the difficulty increased with the modifiers.

    I 'hated' map6 from day1, it is one of the worst design when it comes to manage energy requirements of some paths. Yes, players on shorter paths can share energy, but that is not consistent even for organised allinces, not all players can do it, constantly loggin in to share energy every 2 hours... And thus players on the longer paths always got stuck.

    Map6 needs a design overhaul like m7 or m8.
    Consistent and specific design.
    Come to think of it, every map other than m6 do have a uniform design and energy distribution.
  • DNA3000DNA3000 Member, Guardian Posts: 19,359 Guardian
    Crine60 said:

    Hi everybody,

    I want to first apologize for the late response. It's been a very busy time here, and while we haven't been able to reply, we have been keeping up.

    The team has been actively discussing your feedback, especially around the Dual Class nodes. We don't have anything to share at this time, or know what/if action is required, but wanted you to know that your feedback has not been ignored. We will update you all if there is news to share.

    What about map 5? Most of the complaints here apply to map 5 as well. The enemies are newer and much harder with less good options to fight them and still handle other enemies on other paths, the nodes are harder, you buffed the attack and health boosts on the enemies and they aren't throwing specials easily which is killing us with degen mods because they hide behind block until you try to heavy and then they attack you and you eat a combo or special.

    You said you were making things easier to encourage people to go to higher maps but you made it harder instead and have stopped aq potion compensation as well which makes it even worse. Many people both here and in my alliance have said the same things about map 5.
    The devs are aware that there are, to admittedly a lesser degree, analogous difficulty complaints about Map 5.

    I'm taking the far right on Map 5 with a low alt: I'm aware the defender difficulty has gone up ... a bit.
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