We have kept an eye on the Scarlet Witch situation and have decided on our actions moving forward. We want to keep her hitting hard, but add an upper limit to the potential damage. As such, we will be capping the Prowess Buffs to 3.
We'll be looking to get this change out in the next couple of days.
Can you provide any insight into why, if this was a problem, you guys let it go out live like this? There are many comments in here (and countless throughout the forums) talking about the perceived lack of testing/competence and it might be helpful to provide us with some insight into why broken things that players seem to be able to identify immediately (sometimes without even playing but just reading info on it) keep making it into the live game. I do not mean this disrespectfully but these are things that constantly get brought up and an official comment addressing it would be nice.
In 5 minutes of content being live, the community has put in infinite times more playtime than our entire team (including folks that don't even work on games, but let's add them for fun) could do in hundreds of hours. This is not exclusive to our game, and is common in games that are 10x times our size. We will never be able to catch everything. It's not humanly possible with the sheer breadth of the game as is, and how many different points every piece of content touches.
Even the Creators that were testing out Quicksilver didn't catch this. There will always be cases where things slip by, and we can try to mitigate those the best we can, but can't ever promise that they will never happen.
To create a synergy like this and not test it properly before a purchase realize was woefully shortsighted.
Did you not read anything he wrote? Mike literally just explained this. LOL.
We have kept an eye on the Scarlet Witch situation and have decided on our actions moving forward. We want to keep her hitting hard, but add an upper limit to the potential damage. As such, we will be capping the Prowess Buffs to 3.
We'll be looking to get this change out in the next couple of days.
Can you provide any insight into why, if this was a problem, you guys let it go out live like this? There are many comments in here (and countless throughout the forums) talking about the perceived lack of testing/competence and it might be helpful to provide us with some insight into why broken things that players seem to be able to identify immediately (sometimes without even playing but just reading info on it) keep making it into the live game. I do not mean this disrespectfully but these are things that constantly get brought up and an official comment addressing it would be nice.
In 5 minutes of content being live, the community has put in infinite times more playtime than our entire team (including folks that don't even work on games, but let's add them for fun) could do in hundreds of hours. This is not exclusive to our game, and is common in games that are 10x times our size. We will never be able to catch everything. It's not humanly possible with the sheer breadth of the game as is, and how many different points every piece of content touches.
Even the Creators that were testing out Quicksilver didn't catch this. There will always be cases where things slip by, and we can try to mitigate those the best we can, but can't ever promise that they will never happen.
To create a synergy like this and not test it properly before a purchase realize was woefully shortsighted.
Did you not read anything he wrote? Mike literally just explained this. LOL.
No, no he did not. Unless the takeaway is that “we don’t test champions at all”, the only insight we gained is that the community has more eyes than the dev team. Thanks? That tells us NOTHING about how much the synergy was tested. If this were some complex specific interaction that takes a million different users to catch I would be sympathetic, but, as many people correctly pointed out, all you need is to tap tap tap sp2. Thats its. They needed 1 day at an absolute maximum for someone to have caught this. In fact a ton of the CCP creators DID catch it. So which is it: did we release and sell a synergy we knew was broken or do we do so little testing that one sentence interactions somehow make to release without a single person raising an eyebrow
It’s unfortunate they do this after many people decided to buy Quick Silver for this synergy alone. Poor testing on their part, poor planning, and poor communication. This should serve a reason why people should not buy the early access bundles, at the same time Kabam plays on the “FOMO” psychology. It’s conflicting to see this personally.
ya.....pretty sure 0 people bought those crystals for the synergy, most people probably didn't even know it existed
/facts. People usually buy those bundles hoping for the 6* feature champ. Synergies are an afterthought.
ya to even pretend that ANYONE bought the 6* QS bundle for that synergy is at best laughable, especially considering that even the 4* QS has it, who you get for doing a few arena rounds
There are people on here and on Reddit who bought the bundle purely for the synergy, to assume there are no people who did to fit your narrative would be spreading misinformation.
And just like that they killed Scarlet again. Lol. A small glimmer of hope that she could return as relevant in this game as she once was and poof. Gone.
I agree it was OP but to take it all away is a shame. 3 prowess limit puts her back on the bench and back to the bottom of the mystics.
We have kept an eye on the Scarlet Witch situation and have decided on our actions moving forward. We want to keep her hitting hard, but add an upper limit to the potential damage. As such, we will be capping the Prowess Buffs to 3.
We'll be looking to get this change out in the next couple of days.
Can you provide any insight into why, if this was a problem, you guys let it go out live like this? There are many comments in here (and countless throughout the forums) talking about the perceived lack of testing/competence and it might be helpful to provide us with some insight into why broken things that players seem to be able to identify immediately (sometimes without even playing but just reading info on it) keep making it into the live game. I do not mean this disrespectfully but these are things that constantly get brought up and an official comment addressing it would be nice.
In 5 minutes of content being live, the community has put in infinite times more playtime than our entire team (including folks that don't even work on games, but let's add them for fun) could do in hundreds of hours. This is not exclusive to our game, and is common in games that are 10x times our size. We will never be able to catch everything. It's not humanly possible with the sheer breadth of the game as is, and how many different points every piece of content touches.
Even the Creators that were testing out Quicksilver didn't catch this. There will always be cases where things slip by, and we can try to mitigate those the best we can, but can't ever promise that they will never happen.
To create a synergy like this and not test it properly before a purchase realize was woefully shortsighted.
Did you not read anything he wrote? Mike literally just explained this. LOL.
No, no he did not. Unless the takeaway is that “we don’t test champions at all”, the only insight we gained is that the community has more eyes than the dev team. Thanks? That tells us NOTHING about how much the synergy was tested. If this were some complex specific interaction that takes a million different users to catch I would be sympathetic, but, as many people correctly pointed out, all you need is to tap tap tap sp2. Thats its. They needed 1 day at an absolute maximum for someone to have caught this. In fact a ton of the CCP creators DID catch it. So which is it: did we release and sell a synergy we knew was broken or do we do so little testing that one sentence interactions somehow make to release without a single person raising an eyebrow
I know that it's not really on players to understand the processes, timelines, and whatnot that go on behind the scenes of the games they play, but let's address this. There's a lot more to testing than "tap tap tap SP2". How many different combinations or possibilities could come from that? How many times did the Prowess Proc vs Not? Like you've all said, this is pretty RNG Dependant.
There are many different kinds of tests, and not everybody is (or should be) looking for Balance. We spent an appropriate amount of time testing this, just like all other synergies, most of which launch without issue. There are things we can learn from this, and we'll update our tests to help catch them in the future.
We're going to close down this thread before it spirals any further.
An open dialogue is healthy but I don't believe we can add any more information on this one. We've explained where we stumbled, the resulting action, more about the internal workings and what we hope to learn from this to better the process in the future. We are merely messengers and we try to provide you with clear communication and transparency to the best of our ability. Sometimes that doesn't feel like enough, and we understand the resulting frustration.
Comments
Did you not read anything he wrote? Mike literally just explained this. LOL.
I agree it was OP but to take it all away is a shame. 3 prowess limit puts her back on the bench and back to the bottom of the mystics.
There are many different kinds of tests, and not everybody is (or should be) looking for Balance. We spent an appropriate amount of time testing this, just like all other synergies, most of which launch without issue. There are things we can learn from this, and we'll update our tests to help catch them in the future.
We're going to close down this thread before it spirals any further.
An open dialogue is healthy but I don't believe we can add any more information on this one. We've explained where we stumbled, the resulting action, more about the internal workings and what we hope to learn from this to better the process in the future. We are merely messengers and we try to provide you with clear communication and transparency to the best of our ability. Sometimes that doesn't feel like enough, and we understand the resulting frustration.