Why won't you fix goon Countdown ambiguity?

This should take all of 20 seconds.

Always have the center goon be (Class) A, the right goon be (Class) B, and the left goon be (Class) C. Only have one goon? Who cares! No one is hoping to be confused by there being a Pyro B without a Pyro A.

Then, just put the letter after the ability name (when you tap the CD) so that it will say Flamethrower B. I’m assuming you could do this with a simple getter command, but it’s been a while since I’ve coded anything.

It’s a slapjob, but at least it’s SOMETHING. I spoke to someone in person about this at PAX (two freaking months ago) and they said they were working on it, but the implementation is having issues with the User Interface.

I really don’t get why things that can take months of discussion get priority over things that should take much less time, that have been desired since 2013.

Of all the things you could start a new thread to complain about right now, you choose this?

Yup.

You wanna get hit by a 200 Pyro Flamethrower that you could have stunned away?

They probably don’t think improving UX will impact revenue enough for it to be worth their time

There’s an easy way to know which Goon the CD tile belongs to…

It’s always the other one.

At the very least, they could offset the levels of paired enemies, so that they’d have slightly different damage values

Absolutely not. Because then I’ll have to use a health pack…

OH, NOW I GET IT!!!

How would this change make D3 money? The answer to that is likely correlated to when/if this change will ever happen.

Three health packs, most likely.

How did the disco ball crit tile make D3 money?

Ah… Well… Good question… Hmm.
I got it–the flashing is actually a secret form of mind control, meant to induce you to buy stark salaries…?

/I got nothin icon_mrgreen.gif

Hey do the thing

If Shaqiri can get a hat trick you can do the thing

It attracted a new user base of Bee Gees fans.

I don’t mind the ambiguity any more. I did when was doing prologue. But now, let’s face it. If not for that, there would be almost zero challenge for goons unless the’yre with DA’s.

The odd corner placed CD can still kick your ass. Especially if it’s a Tommy Gun after a couple Threatens.

Cmon programmers do the thing

A simple UI improvement like this would actually help make gameplay more tactical

The UI update I’ve wanted forever was to be able to see enemy AP totals without having to press a single button. It should just be on screen. There’s enough unused space to do it, too.

The number of times I have heard that … . If I could take all the software tasks I’ve heard that line on, and actually get them all finished in the suggested amount of time, then I’d be able to single-handedly write up and launch a website more powerful than Google, Amazon, and Facebook combined, within an hour, and still have time leftover to go buy a snack.

would it really be difficult to make sure nobody on the same team ever has the same level? you can just make sure the only level that actually gets set by scaling is the middle enemy. the left one uses a getter on their level and adds 1 to it, while the right enemy uses a getter and adds two to it. as somebody stated earlier that this would offset the damages (I can’t think of a goon countdown that doesn’t deal damage at the moment) and you could go into the enemy stat panels to see which damage the damage corresponds to

HEY DEVS DO THE THING

This is just where I came in.