BrianGrant ★
Comentarios
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Grandmaster is my favorite fight in the game. Lot of little reasons why, but the biggest reason by far is the pacing. I didn't instantly die if I made a mistake, and the block damage was bearable. It gave me time to get my bearings and figure out the fight mechanics and improve mid fight. That's so rare in end game…
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Any update on whether or not this is indeed a bug or working as intended?
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Some of these nodes feel really out of place in AQ, like the 200% power gain. Can we maybe get a comment on the intended difficulty? Feels like certain paths went to map 8 difficulty. Players will find a way through it, but it really just feels wrong here.
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Huh? Maybe there's some kind of misunderstanding here. I'm saying I want the node to buff up our champions more when they go unstoppable. This would make the node easier than it is today. Increase the damage you can do greatly when unstoppable while lowering the enemy's power gain, or give your champion a stacking damage…
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Ah ok I guess I missed the short term fix part of the update. I hope the long term fix makes champions that go unstoppable truly feel unstoppable. Would make for a fun lane. Appreciate the update.
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This is a good change and definitely brings the node to a reasonable level of difficulty, so I don't want to sound too critical here, but I think players will ultimately just use Corvus/Omega/Ghost or any other commonly used top champion instead of using a champion that goes unstoppable. Some of these champions still do…
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This new map is in rough shape. Even if all of the things that I think are bugs get fixed, it still won't be an enjoyable experience. Some paths are fine, but some others need a serious adjustment/overhaul. It's immediately noticeable that this isn't the type of gameplay experience that players will get used to. I've never…
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Can confirm, my 6* Kingpin's heavy attack did 270 damage. Kingpin goes unstoppable, but it's a passive unstoppable. Thought the big man finally had a use. Nope. Is that a bug or working as intended?
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Thank you for listening to our feedback. The changes look promising. Looking forward to testing it out next week. Hopefully Map 7 will look a little bit less like the laser field in the great hall... https://www.youtube.com/watch?v=mr834Cs9ncs
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Well, the challenges you were describing were a little different. I also said I'd have to try them out. Who knows, maybe I'd like them. But I believe it would just piss people off more than being a fun addition. I can see it now, everyone watching someone try to solo a mini boss, hoping to get that discount, only to watch…
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I know you are talking about succeeding or failing the map as a whole, but I think of the map as a series of challenges where we do fail, and die, just with a nice safety of compensating that failure with using an item. And much of the challenge is like you say, more about resource gathering and making sure you can cover…
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Map 7's difficulty is already set up as failing, completing it, and completing it better when it comes to how many items you use. You already have this individual test of skill as is. That goes for all maps actually. Map 7 also has global nodes that reward players for fighting certain ways. Another test of skill, but…
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Hiding the grind - The cost is already a little hidden in something like potions needed to get through the map, or the need to rank up specific champions for prestige, or to counter the more specific nodes that map 7 has compared to anywhere else. Other games hide the grind in other ways that I personally prefer though.…
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You are correct, I got OGV as a way to become more flexible in the future in AW. But I also got him because collecting champions is fun. Let's forget about OGV and talk about the last new featured champion I grinded for, Omega Red. I grinded for Omega Red for a few reasons: Wanted a mutant champ, Void synergy, and his…
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It's tough to say how much of an advantage there is in having a large and diverse roster. There definitely is an advantage, but maybe not as much as some would think. For example, I can't think of a single time where I've used OG Vision outside of arena. Definitely never used him in Alliance War, and I don't recall…
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It's the rank up materials that matter most though in my opinion. Luck is a huge factor in what champions we pull, but how we play the hands we are dealt to obtain the next level of rank up material is something I would consider more skill based than grind based, even though both skill and grinding are absolutely involved.…
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Interesting way of thinking about it. I'd like to break down the roster part of "Roster x Skill > Difficulty" a little and explain how I view our rosters. I consider our rosters, at least the highest ranked champions within them, to be a somewhat decent representation of our skills. I do agree that for certain challenges,…
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Again hoping this comes out the right way, because I agree with some of your points, but there are also some things I disagree with, so why not keep the conversation going? About choice - I think it's fair to say map costs force players to make decisions, but I also think it's fair to say that map costs, at a certain…
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We've already talked a bunch, and already stated our opinions on it, so I won't go into much detail again, but I just want to clarify that my belief that the donation costs are too high has nothing to do with where I think I would rank. For one, I don't care about the rankings nearly enough. I've already said in the past…
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Hopefully you don't take this the wrong way as it's always a little more difficult to sound respectful over text, but I think there may be a more elegant solution to the problem. I don't have the answer myself, but honestly I still don't think alliances running 7x5 is a problem. AQ is only one area of the game. I think…
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Map 7 is tough. Really tough. It's very possible (and very likely) that my alliance won't be able to clear 7x5 from the start and I'm alright with that. I still think there are other changes that can be made outside of just increasing the cost though. Because if map 7 is tough enough to pull top alliances away from only…
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Hopefully my reply here doesn't post twice. I typed something up, hit post comment and it looked like it didn't send. So going to try again: Putting a hard limit taking control away from players is one option. Increasing the ramp up in difficulty is another. And I'm sure there are other creative ways to impose a limit on…
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Well my loyalty is going down really. I counted the loyalty from the unopened crystals in the equation of loyalty evening out. But the updated costs don't lead me to make interesting choices between AW and AQ, it leads me to just make an alt so I can do both. And with the biggest source of loyalty coming from War, it hurts…
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I understand what you are saying. I'm sure Kabam thought the same thing with these changes. But at the end of the day, it's way more efficient to farm up resources on an alt to cover the costs and just run 77777 than sacrifice map 7 days. Running all map 6 has been fine without making an alt, but my loyalty is at a stand…
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Yeah I was doing the math in my head instead of looking at the charts which is why I said nearly double. But a 50% increase is still too much for a resource that isn't farmable. This is just leading to less fun and more burnout.
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Is the loyalty cost a typo by any chance? It's not just a small increase from what alliances who are currently running 6x5 are paying, it's nearly double.
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Things I value may not be what you value. War Machine would be a unique additional to my collection along with being a top 50 defender for alliances that run max diversity. If you disagree, cool. But this is a bug, so I reported it.
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Forgot to attach screenshots
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I both see and care about other players perspectives for this and all changes to the game. I've already given Kabam a list of pros and cons to this idea, of which the list of cons was longer. But if I just automatically went with what everyone said and didn't give my own opinion, I'd just be lying to gain an audience. And…
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Honestly, they almost did it lol. I dont have the balls to do it, but I hope someone records some Spidergwen R4 gameplay this season. The 25% alone probably isnt enough for her, but I think in a class advantage situation it could be.