What annoys me more is the fact that every new character’s abilities they make now shake the screen.
Like really? You guys figure out how to make the screen shake for one character and you have to implement onEVERY NEW ABILITY?
Please. Please.
It’s cool on a couple of abilities, 5* cap’s shield bash. Cool… then everyone else does it for abilities that have no reason to shake the screen… Deploy trap? SCREEN SHAKE.
Poor practice.
This is something I’d expect of a 12 year old, not a professional team.
Not this again. There are larger issues to address than this, though it would be a quick fix. I think most players understand the effects of the tiles in any given situation and in the case of this one, won’t protect the tile just because the description says to do that.
I second the point that there are more pressing issues to be addressed overall but this kind of thing is indicative of a lack of care. If nobody thinks to check and fix these types of things it suggest that, for example, their test scripts aren’t that thorough and that this may not be an isolated example of something slipping through the cracks. It’s not a major gameplay mechanic, those may be better controlled, but the little things do matter.
I argue that while this is a minor issue, figuring out how to fix it, could lead to major gameplay improvements. For example, making Captain falcon’s blue (and similar powers) always improve your CDs, shortening or lengthening the count according with what’s beneficial.
This is, uh, pretty darn trivial on the list of things to fix or – in this case – clarify. Did you find yourself desperately trying to protect this countdown tile because the description told you to do so?
Just speaking as a fellow player (as you can tell by the lack of green text) here. I’d rather see multiple countdown decrements on board shake or the weird problems with wave nodes get some attention first.