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.
also can't really enjoy the rotating global buff that benefit the players like the #SpiderHero or Science if the path restrict you from bringing these champions
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.
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.
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.
I also have come to believe that Maw is a bit too tough of a mini on Map 6. When you consider how players are choosing their teams to run the paths themselves, there aren't a lot of options to shove Maw counters in there for a lot of players. Maw is an above average defender to begin with, and roster restrictions everywhere make him even more problematic. He's a gigantic step up from map 5 where minis had bad match ups, but most players could at least take a shot at them as long as they had decent match ups. You didn't necessarily need to bring perfect match ups. Once again, for a map where the goal should be to lower coordination requirements, the combination of strong path identities (not just the class nodes, but also the path requirements themselves) and very narrow miniboss seems to be higher levels of difficulty than a mid-tier map should be throwing at players in my opinion.
If Maw was the final boss of the map, I'd be fine with him. At that point, let everyone throw their remaining champs at that dude. But facing him twice before the end and still having to do your paths? Most players don't have all that many extra champs to throw at him if they don't play him perfectly or have perfect counters on team. And having to wait around for someone brave enough to tackle him seems overly punitive.
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…?
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.
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...
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.
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.
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…?
You can ask the same way “who force you to choose map6?”
We run map6 with epic forever which make it hard to step back. Also as I’ve mentioned in previous post, I compare old map6 + modifier to new map6 + modifier in order to determine the increase difficulty.
Kabam solution to their failing system was to stop AQ compensation? You give us a broken system, and now no help whatsoever. What’s the point of the stress of high glory if we have to spend 1/3 of it in glory store( which btwy those potions do nothing for map 6, we need the 10k revives and 14 k team heals in there for a decent glory price) than if not in glory we have to spend 300 units for a team revive and another 300 to heal them. No thanks, I’m done with alliance mode.
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.
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.
Even though the new map6 has less paths and less defenders (I think) I find myself taking more fights than I took before. I guess this is just due to poor design. Removing 2 paths per section means that they need to drop these defenders elsewhere which also open 2 spots for floaters. The problem is that floaters find it hard to help where\when needed because of class restrictions and also more complicated nodes\defenders that need special counter. Even if the floaters can help on some paths there are still some players that can't enjoy it and just take the extra fights themselves. It makes thing even more complicated when dealing with multiple timezones which I believe most of these alliances are running map6 to begin with.
I thought that they learned in Act6 that the players don't like penalties to their champs and much prefer boosts instead? If the class lanes had +50% attack to incentivize those classes instead of -50% attack it would be much better.
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.
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.
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.
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.
Major bait and switch vibes. “We shortened the map by with me fight per person!” Also everyone has 30% more hp but forget that.
Well dropped to Map 5 and thats much harder than it was before. Quite a few players struggling to go itemless.
Three things: 1. The defenders are newer and harder champs to beat 2. The PI is higher 3. The nodes have changed from "bring this champ to overcome" to "play this way to overcome"
To explain the third point, instead of bring say a poison immune champ you have to adapt your play style to the node. That is much harder to do.
Greatly increasing the difficulty of regular content sucks. If its the repetitive stuff you only do so you can rank champs for other content it sucks more. Doing while the input system remains broken is just terrible.
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.
Major bait and switch vibes. “We shortened the map by with me fight per person!” Also everyone has 30% more hp but forget that.
I don’t know why they didn’t just take the 9 fights out and replace some of the existing defenders with newer champions. Not touching any nodes. If they felt they must add something new, as someone else suggested the rewarding nodes we see in EQ like bring cosmic = furies would be fine but to punish players for the wrong class is the wrong move.
@Kabam Miike I understand it might take a while to fix this but could the old map be brought back until a solution is found?
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.
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.
They definitely increased the difficulty of the map when they changed the layout. The class lanes are pretty stupid imo. I see myself using items now due to the block penetration these champs now have, and resistance. Seems those two attributes were buffed quite a lot if feels. R3 g2099 took 140 hits to knock out a longshot lol.
Our alliance has a range of player skills. The less skilled were fine doing the old Map 5, but with more difficult defenders now they are having to use more items. We are going to drop that BG back to Map 4.
Not much point pushing for a higher reward rank for an extra 200 glory when you are spending way more glory on items.
We play to have fun and do AQ with our friends. When it’s no longer fun what’s the point of playing???
Yeah, this has fractured our group. Many of us have been playing together since 2017 or 2018 and 3 officers plus other members are going to various other maps. Not a single person is choosing map 7/8 either.
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.
Comments
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.
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.
If Maw was the final boss of the map, I'd be fine with him. At that point, let everyone throw their remaining champs at that dude. But facing him twice before the end and still having to do your paths? Most players don't have all that many extra champs to throw at him if they don't play him perfectly or have perfect counters on team. And having to wait around for someone brave enough to tackle him seems overly punitive.
And who exactly forced you to use those modifiers…?
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...
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.
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.
We run map6 with epic forever which make it hard to step back.
Also as I’ve mentioned in previous post, I compare old map6 + modifier to new map6 + modifier in order to determine the increase difficulty.
I guess this is just due to poor design.
Removing 2 paths per section means that they need to drop these defenders elsewhere which also open 2 spots for floaters.
The problem is that floaters find it hard to help where\when needed because of class restrictions and also more complicated nodes\defenders that need special counter. Even if the floaters can help on some paths there are still some players that can't enjoy it and just take the extra fights themselves.
It makes thing even more complicated when dealing with multiple timezones which I believe most of these alliances are running map6 to begin with.
The game mode is now just a big pain in the rear.
Quite a few players struggling to go itemless.
Three things:
1. The defenders are newer and harder champs to beat
2. The PI is higher
3. The nodes have changed from "bring this champ to overcome" to "play this way to overcome"
To explain the third point, instead of bring say a poison immune champ you have to adapt your play style to the node. That is much harder to do.
Greatly increasing the difficulty of regular content sucks.
If its the repetitive stuff you only do so you can rank champs for other content it sucks more.
Doing while the input system remains broken is just terrible.
@Kabam Miike I understand it might take a while to fix this but could the old map be brought back until a solution is found?
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.
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.
Not much point pushing for a higher reward rank for an extra 200 glory when you are spending way more glory on items.
We play to have fun and do AQ with our friends. When it’s no longer fun what’s the point of playing???
I'm taking the far right on Map 5 with a low alt: I'm aware the defender difficulty has gone up ... a bit.