**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Comments
Honestly I’d rather they lie to us, say they’ll study the numbers, then insist that it’s fine overall.
If you mess up, then often there is no one with the right class champions to come and help out. This means you end up using more items and delay progression as others are waiting for you to get all the way to the end of your path so you can reach the link. Which is more than 6 energy, so can’t reach it in one go.
If the link was placed earlier in the long paths (1 and 6), that would help too.
I want to first apologize for the late response. It's been a very busy time here, and while we haven't been able to reply, we have been keeping up.
The team has been actively discussing your feedback, especially around the Dual Class nodes. We don't have anything to share at this time, or know what/if action is required, but wanted you to know that your feedback has not been ignored. We will update you all if there is news to share.
Removing the class restrictions for the poison + power snack maybe open it by couple of possible counters.
You need to consider that not all of map6 players have roster deep enough.
Power snack has tough interaction on many modifiers especially parry curse, turn the tide, kinetic transference. In my opinion this node has to go.
If Maw was the final boss of the map, I'd be fine with him. At that point, let everyone throw their remaining champs at that dude. But facing him twice before the end and still having to do your paths? Most players don't have all that many extra champs to throw at him if they don't play him perfectly or have perfect counters on team. And having to wait around for someone brave enough to tackle him seems overly punitive.
And who exactly forced you to use those modifiers…?
Also, I don't understand this framing "if action is required". Aren't your players telling you action is required?? And this is just a portion that bothers to come over here. There are loads of people feeling the same way, you're simply gonna lose those ones and not hear about it. Well, I guess kbm doesn't care...
If the dual class was gone in phase 2 and it was power snack 1 (25% of a bar) that’d be enough to shut me up.
I’m sure they can look at game data to either figure out where items are used or where players are dying. If they’re concentrated in one area, that’s where the design is imbalanced.
I awakened KP after not pulling him from war rewards. I’m debating using all my skill stones to take him to sig 65 to gain a third rage.
We run map6 with epic forever which make it hard to step back.
Also as I’ve mentioned in previous post, I compare old map6 + modifier to new map6 + modifier in order to determine the increase difficulty.
I guess this is just due to poor design.
Removing 2 paths per section means that they need to drop these defenders elsewhere which also open 2 spots for floaters.
The problem is that floaters find it hard to help where\when needed because of class restrictions and also more complicated nodes\defenders that need special counter. Even if the floaters can help on some paths there are still some players that can't enjoy it and just take the extra fights themselves.
It makes thing even more complicated when dealing with multiple timezones which I believe most of these alliances are running map6 to begin with.
The game mode is now just a big pain in the rear.
Quite a few players struggling to go itemless.
Three things:
1. The defenders are newer and harder champs to beat
2. The PI is higher
3. The nodes have changed from "bring this champ to overcome" to "play this way to overcome"
To explain the third point, instead of bring say a poison immune champ you have to adapt your play style to the node. That is much harder to do.
Greatly increasing the difficulty of regular content sucks.
If its the repetitive stuff you only do so you can rank champs for other content it sucks more.
Doing while the input system remains broken is just terrible.
@Kabam Miike I understand it might take a while to fix this but could the old map be brought back until a solution is found?
I have been following this thread since day 1.
And hoping that they bring these changes down a notch.
First of all I don't do m6.
And looking at all the feedback, I saw that they implemented m8 class nodes in this.
I 'believe' (not having the first hand experience) people who are playing map6 are playing it just to their AQ, get their rewards and be done with it. These new counter specific paths/fights/nodes are doable for organised alliances, they can catch up and adapt.
But, not all map5/6 alliances feel the need of assigning paths and manage sections for boss killers and players who clear paths. Far too many of these alliances are easy going.
I can only imagine the difficulty increased with the modifiers.
I 'hated' map6 from day1, it is one of the worst design when it comes to manage energy requirements of some paths. Yes, players on shorter paths can share energy, but that is not consistent even for organised allinces, not all players can do it, constantly loggin in to share energy every 2 hours... And thus players on the longer paths always got stuck.
Map6 needs a design overhaul like m7 or m8.
Consistent and specific design.
Come to think of it, every map other than m6 do have a uniform design and energy distribution.