Launchpad on war defence

We all understand that the positioning of heroes matter a lot. But when I see so many differences between war, coliseum, spar and surge, it just doesn’t feel right.

When launchpad is on defence in war, depending on the heroes you use, he will come out first and stun all your heroes. In a team of jafar goofy powerline and etc , he shouldn’t be able to reach Jafar. But he does…everytime. So when I made the ticket, the answer was that every mode works differently in the game…I can’t accept that though. If it works like that, then why isn’t it the same with launchpad as an attacker? It only occurs in defence.of course this doesn’t happen in coliseum, spars, or surge.

Here is the video.

And here are the responses of the ticket.

So, we should just accept that?
@Polaris

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It’s really frustrating that things aren’t the same, makes the game feel random and less strategical. I will say this though, after I’ve seen several answers from support, just because they say something doesn’t make it true.

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I have to say that i am very disappointed by the tickets. Their answers are sometimes not only disappointing but clueless of the game.

Sometimes flat out incorrect. Saw ticket responses that said last contest had to be dash reds. They are also inconsistent- me and a guild mate out a ticket in for the same exact thing (city watch resets, earned one from arena/coli and this caused us to be at limit and didn’t get free daily), he was awarded a complimentary free city watch reset, I was told sorry. Recent one said you don’t get any gold for partially defeating a surge territory, which is wrong. I’ve relied on the community and personal testing

The game isn’t strategical that’s true… it depends on rng
In arena i use a line which makes 1000 points… keep repeating and repeating until it’s 1700 points
Same for coli and war

I understand some aspect of rng, but when a hero responds one way in war, another in arena and then another in coli, it’s more of a guess. Rng is suppose to relate to things like 52% resist to charm. When you take the same attack and do it on spars/war/coli//arena, and off vs defense, and your heroes operate differently especially in the cause of entrances that aren’t % based, it makes the game very unpredictable and more random than a rng should be. Unless I’m in the minority here, I don’t find this type of rng to be very fun.

Not only this isn’t fun, but then what’s the reason to keep p(l)aying? Free to play players good players depend on their mind and strategy to win. I can understand a glitch, or skills that mix together and give other results, but if you can’t depend on your strategy then what? We only should go with obvious counters and that’s it? Pay to play, pay to win, the strongest bug wins.

Hero entrances in Guild War are different from other game modes. Due to the entrance delay sabotage, war has it’s own entrance rules. There have been some issues caused by this (Bogo facing backwards for instance), and we’re continuing to improve that. Sparring is different from all other combat situations because it’s just raw battle without any of the modifiers or boosts that can happen in other game modes.

The support agents all play the game. They are at different levels and not all of them play hardcore, but they do play. There is a lot going on in this game, a lot of information for agents to keep track of, and system differ from mode to mode, so we sometimes get things confused. Not only do we have to keep track of what the player facing experience is, but we also have to understand how the backend code and the hero engine work to create that outcome. I’d ask you give my agents the benefit of the doubt and instead of attacking them and calling them clueless, remember they’re humans, who make mistakes.
I do appreciate it when inconsistencies and mistakes are pointed out in a constructive way. I review policy with the team and make sure everyone is on the same page. We do want to offer a consistent and accurate support experience. :slightly_smiling_face:

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Accept our apology for our harsh words, but they are the results of frustration. I understand they could make mistakes but some things aren’t acceptable.
Is there an email where I could send some posts with more privacy?

Anyway.
So what you say, is that cause of extra boosts that war could have, sometimes the outcome is different, nevertheless if we use or not the arrival delay, which has many issues on it’s own.

What happens with launchpad isn’t natural then but something that will somehow be fixed in the future? Or we accept it as it is?

Launchpad is able to reach jafar as due to entrance times of powerline and hank dory, the first one to be hit is goofy and the distance between goofy and jafar isn’t far enough distance for the explosion splash damage to not hit. If you had a hero further up than goofy then jafar wouldn’t get hit by the splash damage

How does one become a support agent then, because I don’t mind being a part of the solution instead of just complaining. I would much rather accurate knowledge and information be spread to cut down on confusion. I also have a certain level of expectation in that if I ask my energy provider if I get free weekends and they say yes, and then my bill says otherwise, they don’t just come back and say welp, we are human sorry.

Do any of them play in s21-22 at all?

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You have misunderstood my question. What you say is totally logical if it was the same on all modes.

@Polaris

If the issue is the extra boosts on war, it is totally understandable that it is hard to be able to control the outcome of the code.

But i want to strongly recommend you to negate entirely the arrival delay sabotage.
It is the best Sabotage ever and the most strategical but if we can’t use it and work it like we should, then there is no reason for it to exist. I will try to find some videos that show the bugs of this sabotage. Ot hasn’t worked for me like it should the pasts 2-3 months.
Heroes are appearing and disappearing. You can barely understand what is happening even if you see it in slow motion.

I have to echo @Launchpad_Heart and ask that you consider removing the entrance delay sabotage altogether. I’m sure there are people who like it, but I think there are at least as many people who would rather no one ever use it because of its unpredictability and the inability to simulate it. But even if everyone liked it, if it’s causing so many different bugs and unpredictable combat situations, I think the game would be better off without it.

Plus I’m tired of people using it on all 5 heroes on a team, or (even better!) on everyone but Randall and Scar.

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