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Can you use a different icon for the node Armor buffs in AM?
tekkn1kal
Posts: 430
Guys, many of the bots on the armor lanes also have their own armor buffs. Armor buffs tend to be some of the most "replenishing" and stacking buffs in the game. With so many buffs cycling in and out, and stacking, it isn't ever really clear when it is the node buff that is up, or when the bot just has more than one stack of their personal armor buff.
This is mostly an issue on Grindor, but also an issue on Bludgeon, and potentially others. Bludgeon is really a problem if you use someone like MV1 or OG who has an armor buff of their own, because then he is replicating your armor buff, using his own armor buff, and has the node armor buff.
The mechanics are fun, so far, but more clarity would be nice.
This is mostly an issue on Grindor, but also an issue on Bludgeon, and potentially others. Bludgeon is really a problem if you use someone like MV1 or OG who has an armor buff of their own, because then he is replicating your armor buff, using his own armor buff, and has the node armor buff.
The mechanics are fun, so far, but more clarity would be nice.
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Thanks for the feedback, tekkn1kal! Yes, I agree that clarity on some of these overlapping buffs aren't great. We can look into separating each armor buff by their sources, but we also have some UI constraints that make this an issue for us (we've tested some fights that have so many icons, they extend to the opponent's health bar).
That being said, we can look into a solution where we can try to provide more accurate information through icons while keeping the number of icons within reason.
ahem yeah it would be great if we could have those icons.
I was facing bludgeon with my MV1 and I couldn't tell when to attack him... He was eating r5 sp2's like it was nothing. It would be fine if it was a low difficulty but it was map 3-35.
Becomes a little problematic and counterproductive when u have to guess if his shield is down or not.