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Alliance Mission Map 3 - Ancient Sanctum Update

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Comments

  • Gojuanes wrote: »
    I still see the hemo path at 3.6% instead of 1.8%. Wasn't that change supposed to take effect today?

    Yes! So I just checked, the value is actually at 1.8% per second, but I overlooked the string change. I'll update the description for you guys ASAP!

    Mufc14 wrote: »
    @kabam Karma
    I have read all your comments here & in the other article, I must say you’re the best.
    I have a question about the upcoming Bot Battle event, it didn’t mention how much points we can earn from map 3 at all just map 1&2.
    Can you tell us if we can earn points from map3& how much?
    Thank you so much.

    I'm checking in with the team. Will have answers for you soon!

    Lapras wrote: »
    Also, I don’t think there was a need to nerf waspinator. He is pretty easy to deal with. I actually think Ratchet is more annoying at a high sig lvl. Every other special hit or heavy he is healing where wasp is only a 1 time heal.

    Consider it a bonus! Kidding aside, encounters with Waspinator tend to have lower win rates, so you might have better success with him, but the majority of people seem to have more trouble. Maybe you could post some pointers for others :)

    DaveJL wrote: »
    I’m very underwhelmed. All that’s been done is a few sig abilities have been halved and one bot been moved because he is bugged and you are hoping moving him will fix him - speaking of which...

    We know there's some more work to be done here. As I outlined in my first post, we changed the things that we felt would have the most impact and the least risk. What we want right now is for players to experience the Map, bug free. That being said, we do have other things that we want to change, but require more time to implement and test before we roll them out. Please keep your Map 3 feedback coming and we'll try to keep up :)
    Nightchris wrote: »
    Starscream is not using his specials. Had to restart the fight $^%*ing 4 times and he STILL has not used it

    FIX THIS

    We hear ya. This issue falls under the 'Needs more time to find a good solution and test' category. We promise this is high on our list of priorities, but as you can imagine, a change like this affects more than just Map 3. Since it has implications on our entire game, we want to spend a bit more time discussing it before we're confident in implementation.


  • Nightchris wrote: »
    Starscream is not using his specials. Had to restart the fight $^%*ing 4 times and he STILL has not used it

    FIX THIS

    We hear ya. This issue falls under the 'Needs more time to find a good solution and test' category. We promise this is high on our list of priorities, but as you can imagine, a change like this affects more than just Map 3. Since it has implications on our entire game, we want to spend a bit more time discussing it before we're confident in implementation.

    Thankyou so much , Appreciated
  • LaprasLapras Posts: 258
    Thanks for your input on the changes, everyone!

    On the topic of map cutoffs and being able to run Map 3 without full rosters, we are looking at this issue and will let you guys know when we are confident in closing in on a solution.

    One simple fix to solve at least a subset of these issues is letting newcomers to the alliance join after AM has started.
  • KillMasterCKillMasterC Posts: 3,105
    edited December 2017
    On Slot 42, there's an insanely armor-thick MV1 Prime who shrugs any attack with 6~7 armors. An S2 from IH deals only hundreds of damage. I think it's a bit OP.
  • ManthroManthro Posts: 2,752
    edited December 2017
    Gojuanes wrote: »
    I still see the hemo path at 3.6% instead of 1.8%. Wasn't that change supposed to take effect today?

    Yes! So I just checked, the value is actually at 1.8% per second, but I overlooked the string change. I'll update the description for you guys ASAP!

    Mufc14 wrote: »
    @kabam Karma
    I have read all your comments here & in the other article, I must say you’re the best.
    I have a question about the upcoming Bot Battle event, it didn’t mention how much points we can earn from map 3 at all just map 1&2.
    Can you tell us if we can earn points from map3& how much?
    Thank you so much.

    I'm checking in with the team. Will have answers for you soon!

    Lapras wrote: »
    Also, I don’t think there was a need to nerf waspinator. He is pretty easy to deal with. I actually think Ratchet is more annoying at a high sig lvl. Every other special hit or heavy he is healing where wasp is only a 1 time heal.

    Consider it a bonus! Kidding aside, encounters with Waspinator tend to have lower win rates, so you might have better success with him, but the majority of people seem to have more trouble. Maybe you could post some pointers for others :)

    DaveJL wrote: »
    I’m very underwhelmed. All that’s been done is a few sig abilities have been halved and one bot been moved because he is bugged and you are hoping moving him will fix him - speaking of which...

    We know there's some more work to be done here. As I outlined in my first post, we changed the things that we felt would have the most impact and the least risk. What we want right now is for players to experience the Map, bug free. That being said, we do have other things that we want to change, but require more time to implement and test before we roll them out. Please keep your Map 3 feedback coming and we'll try to keep up :)
    Nightchris wrote: »
    Starscream is not using his specials. Had to restart the fight $^%*ing 4 times and he STILL has not used it

    FIX THIS

    We hear ya. This issue falls under the 'Needs more time to find a good solution and test' category. We promise this is high on our list of priorities, but as you can imagine, a change like this affects more than just Map 3. Since it has implications on our entire game, we want to spend a bit more time discussing it before we're confident in implementation.


    There are short term stop gaps that would help the whole Starscream issue.. In fact, AI acts odd with any power gain mod. It tends to be awfully cagey, especially on focus defense mods.. and will often play to s3 no matter what you do.

    As for Scream, any or all of the following would help short term until the AI quirks are resolved:

    I) reduce the amount of power gain per second.

    Ii) Lockout s3... Although, to do this on a miniboss doesn't seem quite right, I admit.

    Iii) lengthen the cooldown for the power gain mod. Extend it to 8-10 seconds to reactivation.
  • @Kabam Miike This morning Megatron in s2, path 4 (inner-most right side) was replaced by Bludgeon. This isn't in the change notes. Will it permanently be Bludgeon? And was Megs moved, or just taken out?

    Cheers!
  • VouterVouter Posts: 25
    Trailfire wrote: »
    @Kabam Miike This morning Megatron in s2, path 4 (inner-most right side) was replaced by Bludgeon. This isn't in the change notes. Will it permanently be Bludgeon? And was Megs moved, or just taken out?

    Cheers!

    @Kabam Karma
  • Manthro wrote: »
    Gojuanes wrote: »
    I still see the hemo path at 3.6% instead of 1.8%. Wasn't that change supposed to take effect today?

    Yes! So I just checked, the value is actually at 1.8% per second, but I overlooked the string change. I'll update the description for you guys ASAP!

    Mufc14 wrote: »
    @kabam Karma
    I have read all your comments here & in the other article, I must say you’re the best.
    I have a question about the upcoming Bot Battle event, it didn’t mention how much points we can earn from map 3 at all just map 1&2.
    Can you tell us if we can earn points from map3& how much?
    Thank you so much.

    I'm checking in with the team. Will have answers for you soon!

    Lapras wrote: »
    Also, I don’t think there was a need to nerf waspinator. He is pretty easy to deal with. I actually think Ratchet is more annoying at a high sig lvl. Every other special hit or heavy he is healing where wasp is only a 1 time heal.

    Consider it a bonus! Kidding aside, encounters with Waspinator tend to have lower win rates, so you might have better success with him, but the majority of people seem to have more trouble. Maybe you could post some pointers for others :)

    DaveJL wrote: »
    I’m very underwhelmed. All that’s been done is a few sig abilities have been halved and one bot been moved because he is bugged and you are hoping moving him will fix him - speaking of which...

    We know there's some more work to be done here. As I outlined in my first post, we changed the things that we felt would have the most impact and the least risk. What we want right now is for players to experience the Map, bug free. That being said, we do have other things that we want to change, but require more time to implement and test before we roll them out. Please keep your Map 3 feedback coming and we'll try to keep up :)
    Nightchris wrote: »
    Starscream is not using his specials. Had to restart the fight $^%*ing 4 times and he STILL has not used it

    FIX THIS

    We hear ya. This issue falls under the 'Needs more time to find a good solution and test' category. We promise this is high on our list of priorities, but as you can imagine, a change like this affects more than just Map 3. Since it has implications on our entire game, we want to spend a bit more time discussing it before we're confident in implementation.


    There are short term stop gaps that would help the whole Starscream issue.. In fact, AI acts odd with any power gain mod. It tends to be awfully cagey, especially on focus defense mods.. and will often play to s3 no matter what you do.

    As for Scream, any or all of the following would help short term until the AI quirks are resolved:

    I) reduce the amount of power gain per second.

    Ii) Lockout s3... Although, to do this on a miniboss doesn't seem quite right, I admit.

    Iii) lengthen the cooldown for the power gain mod. Extend it to 8-10 seconds to reactivation.



    Additional to this pls see there is very big window when opponent use there SP-3 to charge his power on focus gain,

    By the time SP-3 animation ends the power bar is already reached SP-2 i means its back to back SP-3 ready .

    Sometimes the StarSream just dies to uses his SP-2 ......that means you know what ..... ;)
  • DaveJLDaveJL Posts: 1,779
    Ok, so swapping Rhinox with Mirage - fine. But Mirage is now on a lane where only SPECIALS can hurt him. What is one of Mirages abilities? Oh yeah, take less damage from specials... I mean look, it isn’t overly hard, but it is much harder than the other fights on that lane. Barricade is a nasty end to the lane, but whatever.

    Also, that Motormaster is a bit silly as a miniboss.
  • VouterVouter Posts: 25
    DaveJL wrote: »
    Ok, so swapping Rhinox with Mirage - fine. But Mirage is now on a lane where only SPECIALS can hurt him. What is one of Mirages abilities? Oh yeah, take less damage from specials... I mean look, it isn’t overly hard, but it is much harder than the other fights on that lane. Barricade is a nasty end to the lane, but whatever.

    Also, that Motormaster is a bit silly as a miniboss.

    Mirage only take less damage from ranged special...so bring meele
  • NightchrisNightchris Posts: 96
    edited December 2017
    @Kabam Karma
    It happened again on the starscream node. I was playing against him flawlessly with my IH and he wouldn't activate any specials at all. It's not fair when you play perfect but the enemies specials just do not activate.

    You have to remember that these nodes you created are the equivalent to act 5 nodes in MCOC. That's a good 2 years in the future but are created here way too earlier. Uncollected nodes right now aren't even as tough as these nodes, its pretty dumb.

  • Trailfire wrote: »
    @Kabam Miike This morning Megatron in s2, path 4 (inner-most right side) was replaced by Bludgeon. This isn't in the change notes. Will it permanently be Bludgeon? And was Megs moved, or just taken out?

    Cheers!

    Hi Trailfire! Consider this move a temporary change. It seems Bludgeon was too eager to fight and managed to find his way onto Megatron Cinematic's node. We'll escort him out for the next round of Alliance Missions.

    Manthro wrote: »
    There are short term stop gaps that would help the whole Starscream issue.. In fact, AI acts odd with any power gain mod. It tends to be awfully cagey, especially on focus defense mods.. and will often play to s3 no matter what you do.

    As for Scream, any or all of the following would help short term until the AI quirks are resolved:

    I) reduce the amount of power gain per second.

    Ii) Lockout s3... Although, to do this on a miniboss doesn't seem quite right, I admit.

    Iii) lengthen the cooldown for the power gain mod. Extend it to 8-10 seconds to reactivation.

    Hey Manthro. Thanks for the suggestions. Again, we're still looking into solutions for bots being stubborn and not using their Specials before they hit full bar. I'll take the Starscream encounter into consideration and see if we can do something about his power gain.

    DaveJL wrote: »
    Ok, so swapping Rhinox with Mirage - fine. But Mirage is now on a lane where only SPECIALS can hurt him. What is one of Mirages abilities? Oh yeah, take less damage from specials... I mean look, it isn’t overly hard, but it is much harder than the other fights on that lane. Barricade is a nasty end to the lane, but whatever.

    Also, that Motormaster is a bit silly as a miniboss.

    Hey DaveJL. That's a valid point. I'll remember this feedback when reviewing win rates. Motormaster, especially, since we reduced his Sig ability which makes him hit less hard towards the end, but we might still be in need of other adjustments.

  • PodlecPodlec Posts: 12
    Hello! I try to play Grimlock (double) in path with Energon Storm - and his ulta ability dont work! I have shock and it doesnot remove! Is it bug? I lost many resourses on Grimlock and he is useless on alliance missions:(
  • SabugenSabugen Posts: 350
    pyrophobia seems too short with 10 seconds to return buff.
  • kranderskranders Posts: 479
    Trailfire wrote: »
    @Kabam Miike This morning Megatron in s2, path 4 (inner-most right side) was replaced by Bludgeon. This isn't in the change notes. Will it permanently be Bludgeon? And was Megs moved, or just taken out?

    Cheers!

    Hi Trailfire! Consider this move a temporary change. It seems Bludgeon was too eager to fight and managed to find his way onto Megatron Cinematic's node. We'll escort him out for the next round of Alliance Missions.

    Manthro wrote: »
    There are short term stop gaps that would help the whole Starscream issue.. In fact, AI acts odd with any power gain mod. It tends to be awfully cagey, especially on focus defense mods.. and will often play to s3 no matter what you do.

    As for Scream, any or all of the following would help short term until the AI quirks are resolved:

    I) reduce the amount of power gain per second.

    Ii) Lockout s3... Although, to do this on a miniboss doesn't seem quite right, I admit.

    Iii) lengthen the cooldown for the power gain mod. Extend it to 8-10 seconds to reactivation.

    Hey Manthro. Thanks for the suggestions. Again, we're still looking into solutions for bots being stubborn and not using their Specials before they hit full bar. I'll take the Starscream encounter into consideration and see if we can do something about his power gain.

    DaveJL wrote: »
    Ok, so swapping Rhinox with Mirage - fine. But Mirage is now on a lane where only SPECIALS can hurt him. What is one of Mirages abilities? Oh yeah, take less damage from specials... I mean look, it isn’t overly hard, but it is much harder than the other fights on that lane. Barricade is a nasty end to the lane, but whatever.

    Also, that Motormaster is a bit silly as a miniboss.

    Hey DaveJL. That's a valid point. I'll remember this feedback when reviewing win rates. Motormaster, especially, since we reduced his Sig ability which makes him hit less hard towards the end, but we might still be in need of other adjustments.

    @Kabam Karma Galvatron needs some analysis because the fight is a bit ridiculous. I don’t want easy but cycling, Randomizer, and energon storm are a bit much. Energon storm means you can’t actually run a perfect fight and your forced to use items if your bots are low. If you lose solely because of energon storm there is something wrong with the mechanic. Perhaps on the first miniboss but by the time you reach galvatron your team is damaged. I managed to take him down from 50% without getting hit but just tickinf away from energon storm until he has about 1% health yet i die... from the DoT. It’s too much resistance paired with energon storm.
  • Hey guys,
    Just wanted to check in on the thread before the weekend.

    In regards to the Energon Storm Buff, we've actually discussed its mechanics. So let's discuss the Galvatron node specifically: We actually want to do something about the Randomizer Buff getting way too strong as the fight gets drawn out, especially on an AI like Galvatron's.

    Now, with Grimlock's ability interaction... We will actually keep Energon Storm working as is with Grimlock - Meaning Grimlock will NOT be able to Purify the shock damage. I'll explain why:

    First, Energon Storm places a shock on the player whenever the power bar is updated. This means that once Grimlock Purify's the debuff, it'll come right back. Grimlock receives a Fury buff every time a buff is purified. We feel like this interaction will make Grimlock too strong on this buff. Second, Energon Storm actually has a built in repair mechanic. Whenever you successfully land a Special 2 or Special 3, you gain a repair relative to your Max Health. With that in mind, we plan on keeping the interaction with Grimlock as is, however, we will be monitoring the difficulty of Energon Storm in general and see if it might need some tweaking down the road.
  • DirculesDircules Posts: 509
    Hey guys,
    Just wanted to check in on the thread before the weekend.

    In regards to the Energon Storm Buff, we've actually discussed its mechanics. So let's discuss the Galvatron node specifically: We actually want to do something about the Randomizer Buff getting way too strong as the fight gets drawn out, especially on an AI like Galvatron's.

    Now, with Grimlock's ability interaction... We will actually keep Energon Storm working as is with Grimlock - Meaning Grimlock will NOT be able to Purify the shock damage. I'll explain why:

    First, Energon Storm places a shock on the player whenever the power bar is updated. This means that once Grimlock Purify's the debuff, it'll come right back. Grimlock receives a Fury buff every time a buff is purified. We feel like this interaction will make Grimlock too strong on this buff. Second, Energon Storm actually has a built in repair mechanic. Whenever you successfully land a Special 2 or Special 3, you gain a repair relative to your Max Health. With that in mind, we plan on keeping the interaction with Grimlock as is, however, we will be monitoring the difficulty of Energon Storm in general and see if it might need some tweaking down the road.

    Hi Karma,

    I find the Grimlock excuse suuuuper lame. You managed to fix the Courage buff so that it doesn’t keep appearing for Starscream to nullify, surely you can do the same here so you don’t have to rewrite Grimlocks description into “purifies damaging debuffs, except this one from energy storm though technically it is a damaging debuff, for technical reasons we can’t allow it”. Come on. I accept that you won’t fix this overnight, but to say you won’t fix it at all is just wrong.
  • kranderskranders Posts: 479
    Hey guys,
    Just wanted to check in on the thread before the weekend.

    In regards to the Energon Storm Buff, we've actually discussed its mechanics. So let's discuss the Galvatron node specifically: We actually want to do something about the Randomizer Buff getting way too strong as the fight gets drawn out, especially on an AI like Galvatron's.

    Now, with Grimlock's ability interaction... We will actually keep Energon Storm working as is with Grimlock - Meaning Grimlock will NOT be able to Purify the shock damage. I'll explain why:

    First, Energon Storm places a shock on the player whenever the power bar is updated. This means that once Grimlock Purify's the debuff, it'll come right back. Grimlock receives a Fury buff every time a buff is purified. We feel like this interaction will make Grimlock too strong on this buff. Second, Energon Storm actually has a built in repair mechanic. Whenever you successfully land a Special 2 or Special 3, you gain a repair relative to your Max Health. With that in mind, we plan on keeping the interaction with Grimlock as is, however, we will be monitoring the difficulty of Energon Storm in general and see if it might need some tweaking down the road.

    I agree the Grimlock response is lame. I’ve been here since the beginning and lately there seems to quite a lot of excuses as to why things can’t be repaired or abilities not performing correctly. I’ve asked about Magnus’ nullify for months and it would be especially useful now on MM or Randomizer exactly as it should be but there is still no fix. For someone like me that actually uses him, having nullify work 100% is critical. Grimlock just adds to that pile.

    I still think energon storm is a poor mechanic. It’s already pretty evident that at some points the AI goes into full turtle mode blocking or holding specials for minutes. Especially Galvatron because of his charges. Therefor it’s hard to use a special and get rid of the debuff without getting countered. If you are skilled enough you should not be forced into item usage but that’s exactly what happens here. If your team is already low the fight is impossible without healing before the fight.
  • juliusjulius Posts: 66
    A lame excuse it is.
    Dircules wrote: »
    Hey guys,
    Just wanted to check in on the thread before the weekend.

    In regards to the Energon Storm Buff, we've actually discussed its mechanics. So let's discuss the Galvatron node specifically: We actually want to do something about the Randomizer Buff getting way too strong as the fight gets drawn out, especially on an AI like Galvatron's.

    Now, with Grimlock's ability interaction... We will actually keep Energon Storm working as is with Grimlock - Meaning Grimlock will NOT be able to Purify the shock damage. I'll explain why:

    First, Energon Storm places a shock on the player whenever the power bar is updated. This means that once Grimlock Purify's the debuff, it'll come right back. Grimlock receives a Fury buff every time a buff is purified. We feel like this interaction will make Grimlock too strong on this buff. Second, Energon Storm actually has a built in repair mechanic. Whenever you successfully land a Special 2 or Special 3, you gain a repair relative to your Max Health. With that in mind, we plan on keeping the interaction with Grimlock as is, however, we will be monitoring the difficulty of Energon Storm in general and see if it might need some tweaking down the road.

    Hi Karma,

    I find the Grimlock excuse suuuuper lame. You managed to fix the Courage buff so that it doesn’t keep appearing for Starscream to nullify, surely you can do the same here so you don’t have to rewrite Grimlocks description into “purifies damaging debuffs, except this one from energy storm though technically it is a damaging debuff, for technical reasons we can’t allow it”. Come on. I accept that you won’t fix this overnight, but to say you won’t fix it at all is just wrong.

  • ManthroManthro Posts: 2,752
    edited December 2017
    Hey guys,
    Just wanted to check in on the thread before the weekend.

    In regards to the Energon Storm Buff, we've actually discussed its mechanics. So let's discuss the Galvatron node specifically: We actually want to do something about the Randomizer Buff getting way too strong as the fight gets drawn out, especially on an AI like Galvatron's.

    Now, with Grimlock's ability interaction... We will actually keep Energon Storm working as is with Grimlock - Meaning Grimlock will NOT be able to Purify the shock damage. I'll explain why:

    First, Energon Storm places a shock on the player whenever the power bar is updated. This means that once Grimlock Purify's the debuff, it'll come right back. Grimlock receives a Fury buff every time a buff is purified. We feel like this interaction will make Grimlock too strong on this buff. Second, Energon Storm actually has a built in repair mechanic. Whenever you successfully land a Special 2 or Special 3, you gain a repair relative to your Max Health. With that in mind, we plan on keeping the interaction with Grimlock as is, however, we will be monitoring the difficulty of Energon Storm in general and see if it might need some tweaking down the road.

    Here are some suggestions that would make energon storm reasonable:

    1) Make a 5% heal work on s1, so that players can actually fight the boss with low health if they are skilled enough. The heal should require the special to land in order to heal.

    2) increase power gain for the player on energon storm. Allows them to get to s2 a little quicker and avoid so much shock damage.

    3) change the entire energon storm mechanic. Instead of triggering shock damage, have it apply a 1:1 attack rating buff based on power bar to the enemy. 10% of power bar full = 10% attack rating buff.

    This essentially accomplishes the same thing as shock damage, but does not penalize skilled players adept at avoiding taking hits.
  • DirculesDircules Posts: 509
    Manthro wrote: »
    Hey guys,
    Just wanted to check in on the thread before the weekend.

    In regards to the Energon Storm Buff, we've actually discussed its mechanics. So let's discuss the Galvatron node specifically: We actually want to do something about the Randomizer Buff getting way too strong as the fight gets drawn out, especially on an AI like Galvatron's.

    Now, with Grimlock's ability interaction... We will actually keep Energon Storm working as is with Grimlock - Meaning Grimlock will NOT be able to Purify the shock damage. I'll explain why:

    First, Energon Storm places a shock on the player whenever the power bar is updated. This means that once Grimlock Purify's the debuff, it'll come right back. Grimlock receives a Fury buff every time a buff is purified. We feel like this interaction will make Grimlock too strong on this buff. Second, Energon Storm actually has a built in repair mechanic. Whenever you successfully land a Special 2 or Special 3, you gain a repair relative to your Max Health. With that in mind, we plan on keeping the interaction with Grimlock as is, however, we will be monitoring the difficulty of Energon Storm in general and see if it might need some tweaking down the road.

    Here are some suggestions that would make energon storm reasonable:

    1) Make a 5% heal work on s1, so that players can actually fight the boss with low health if they are skilled enough. The heal should require the special to land in order to heal.

    2) increase power gain for the player on energon storm. Allows them to get to s2 a little quicker and avoid so much shock damage.

    3) change the entire energon storm mechanic. Instead of triggering shock damage, have it apply a 1:1 attack rating buff based on power bar to the enemy. 10% of power bar full = 10% attack rating buff.

    This essentially accomplishes the same thing as shock damage, but does not penalize skilled players adept at avoiding taking hits.

    I think it’s great that some mods or bots require you to put more thought into the match up and that fighting without getting hit isn’t enough to ensure victory. Have to adapt strategy to more resilient bots that can already heal, or bots that gain power real fast to trigger loads of Special 2 for heals or bots that can deal with the dot in some capacity, like Grimlock should be able to do, or the willpower mastery to mitigate the effects. The damage from one power bar isn’t too bad and if you can launch into a combo, filling to S2 and hit it, you’ll gain plenty of health.
  • JatinderSinghJatinderSingh Posts: 284
    edited December 2017
    Hey guys,
    Just wanted to check in on the thread before the weekend.

    In regards to the Energon Storm Buff, we've actually discussed its mechanics. So let's discuss the Galvatron node specifically: We actually want to do something about the Randomizer Buff getting way too strong as the fight gets drawn out, especially on an AI like Galvatron's.

    Now, with Grimlock's ability interaction... We will actually keep Energon Storm working as is with Grimlock - Meaning Grimlock will NOT be able to Purify the shock damage. I'll explain why:

    First, Energon Storm places a shock on the player whenever the power bar is updated. This means that once Grimlock Purify's the debuff, it'll come right back. Grimlock receives a Fury buff every time a buff is purified. We feel like this interaction will make Grimlock too strong on this buff. Second, Energon Storm actually has a built in repair mechanic. Whenever you successfully land a Special 2 or Special 3, you gain a repair relative to your Max Health. With that in mind, we plan on keeping the interaction with Grimlock as is, however, we will be monitoring the difficulty of Energon Storm in general and see if it might need some tweaking down the road.



    One side they say to find the right bot for right situations , dig in guys

    And just incase u found one.
    Diging

    nO nO nO that bot wont count , that’s cheating players .

    Actually buying revives will do it !! Yes players there are plenty unlimited revives u can buy now we have open the buying limit and close the bot option sorry players. It’s Christmas u know.

    And infact we are been thinking to open the item use limit to 50items .. isn’t that lovely.


    Common kaby hear to players when they say is undo able or over powered .

  • nomisunomisu Posts: 307
    dear kabam if you aint fixing it at leaat have rewards that make it worth fighting for..
  • MustangjonMustangjon Posts: 1,146
    edited December 2017
    Simple solution to the galvatron and Randomizer issue, change max from 10’to 5 all but bosses can
    He killed within 5 anyhow so really just effects the one fight

    @kabam Karma
  • KillMasterCKillMasterC Posts: 3,105
    Another AM, another teammate accidentally overstepped a path and the mission wrecked. Is it that hard to add a locked door mechanism?
  • Another AM, another teammate accidentally overstepped a path and the mission wrecked. Is it that hard to add a locked door mechanism?

    If it is so easy why not. Pay millions of dollars for good ip. Build a game like this from the ground by coding it yourself. Add a locked door mechanism. Profit.

    Everybody bitches when there are bugs and then everybody bitches when they are cautious and take their time so as not to add bugs. Which is it forum?
  • Mufc14Mufc14 Posts: 643
    Almost half of our am days ended without 100% because someone overstepped the wrong bath.
    Solutions:
    1- Locked gates like many others mentioned it.
    2- Warning message like the low health message, if someone select the wrong path a message should pop up saying ( Their is another teammate on this path, are you sure you wanna take this path ???)
    Choose yes to f**k up your teammates, or no to take a different path.
  • kranderskranders Posts: 479
    Mufc14 wrote: »
    Almost half of our am days ended without 100% because someone overstepped the wrong bath.
    Solutions:
    1- Locked gates like many others mentioned it.
    2- Warning message like the low health message, if someone select the wrong path a message should pop up saying ( Their is another teammate on this path, are you sure you wanna take this path ???)
    Choose yes to f**k up your teammates, or no to take a different path.

    @Kabam Miike @Kabam Karma How long is it going to take to address this? I just came out of a miniboss lagged and hit the wrong path. I’m the leader of the alliance so this wasn’t because someone chose the wrong path it was a game performance issue which is now going to cause me to burn items. This has been an issue since day one with the terrible 3-D view and lag. I can’t tell you how many times I tried rotating to view the old maps and accidentally picked a lane. At any fork there should be a pop up confirmation or a better overhead view. It’s absurd to have this issue with the new map design. It cannot be hard to add in a pop up message. Then it can truly be blamed on user error.
  • kranderskranders Posts: 479
    After another day of this crap these minibosses are just broken. With three mods they can become nearly impossible. There is absolutely no balance with the difficulty between lanes and minis. Also the statement of “teaming up” provided by Kabam is senseless when every lane is a solo lane.

    Galavatron just turtles the entire fight gaining countless randomized buffs and stacking shock damage. I landed one s2 and healed. I landed a second s2 and was not healed. MM seems to be a lot more aggressive and since you can’t generate power you just run away the whole fight until you eventually get caught with his melee buffs.

    These minis should have two mods, not all three. Or if you’re going to have all three then less hp. It’s just amazing that these things seemed balanced. Some of these things like Finesse and Cycle just seem broken together.
  • I honestly don't find Energon Storm the hardest part of Galvatron fights. All it does is ensure I use sp1 quickly. It's being ko'd in 1-2 hits that hurts, along with his AI being very difficult to create an opening with. Sure, that means I'm getting hit so I can't claim to be playing perfectly, but I guess I'm saying I'd consider hastening slowly with any changes.

    Does the data show people dying from energon storm, or from a couple of insanely buffed attacks? It can be hard to tell as a player what the problem is sometimes, and ultimately we only get anecdotal evidence anyway. Testimony from observant players is part of the story, but only part
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