As a last note, any news about the Opponent has ended turn indicator?
It's not there. It was a conscious design choice with the new UI back when that patch was made. I apologize if that wasn't communicated, but yeah it doesn't exist anymore. We didn't think it was right over a digital game to have the knowledge of when your opponent ended your turn given the extreme implications of simultaneous thinking.
Any news on the Swarmer Memory Leak and Full Screen resolution things?
I believe those are still on the docket and weren't able to be resolved for this cycle.
Next thing I would like to see from LM is how they stop to label something as an "exceptionally exciting piece of news". Last time I saw words like these it turned out to be the "Star Trek" set. Not exactly an "exceptionally exciting piece of news" for many of us and what could be worse than a hype which wasn't justified. Just a comment, not even criticism.
While I can understand your concern, here's why I said that. I said it because I personally was REALLY PUFFING excited when I heard the news. So....I'm calling it exciting. Because I'm excited. *Folds arms over chest*
I notice nothing about the diminishing returns of EXP in Invite and M/A Games in these notes... is this because Schumi's thread (http://forum.lightmare.com.au/index.php?topic=62331.0) already covers that for this upcoming patch? Just curious, because it's still very broken (one game max @ 500 EXP, the next being half that, the next almost nothing, and every game after giving nothing) and ruins the game for people who prefer to play with their friends / randoms via Invite Games instead of waiting through very long queue times.*
Although you're just a Rat and I can't possibly fathom how you got up on the keyboard to type this message to me (lol), I will ask for you and try and get some proper information. I don't want to answer something I can't respond to with absolute certainty.
One potential issue I'm looking at is that having preemptive ability cards resolve before abilities triggered by zone changes is the functional nerfs that will be suffered by existing combos and interactions, namely ones involving Controlled Temporal Anomaly. One of the reasons Sacullas used to be so scary was because you could play him and bounce him with CTA on the same turn effectively triggering his ability twice on the turn he is played. This could possibly slow down aggro much more than when Sacullas was moved from 1 Purity to 2 Purity. And in a meta where people are already complaining about stall decks, slowing aggro further could potentially make stall even harder to deal with.
I think you're misunderstanding. There was a change in 0.98 that flipped these two for the sake of getting everything properly in line with what was expected by design. This caused gaps in the counterplay available in Infinity Wars that made for some major imbalances we didn't like. We're now altering the way this works (not a reversion), because we wanted to improve the health of combat, while keeping everything in line with our design. This is a major step forward with it.My statement:
I want to assure everyone of one thing really quick. The change to Shikana and Bomb-Bot was healthy in terms of design. Making things work as they seemingly should is wonderful. Moving forward, I can promise you that I've heard everyone's concerns and we will be keeping these two cards on our radar. I will be happy to listen to feedback once the patch has hit and we will act as necessary or not at all depending on the outcome.
I appreciate everyone's feedback. It means a lot to us. Thanks!