Best Of
Re: Mandatory "When will the Rewards be Out for the BG?" Post
BG rewards when?Hey AW Rewards are out right? I got my 40k Radiance
AW rewards when?
Re: Apocalypse Signature ability rework
Like what I mentioned this rework reflects the general consensus, not just a personal opinion. We are a hive mind.Why are you agreeing? You are already speaking for him...Apocalypse could really use a tune-up. He is a very strong M.C.U. villain that does not live up to his reputation in game.Agreed

2
About Relic statcast
Weren't they supposed to Come in 5* to 7* rarities ?🤔
Cause they're seems to start as 3*
Cause they're seems to start as 3*

Re: Is you a legend already? Please take a look at this Summoner profile in game 😠
The dude can't beat someone pausing in BGs but gets a legends title....
Re: 6* R5 or 7* R2
Focus on 7* 6* becoming not relevant anymore even herculesHercules is relevant for any non endgame players 🤣🤣🤣
OP, take herc up, he will single handedly clear all of story content for you.
New players getting scared off?
I noticed reading reviews on Apple Store and android store, that newer people seem to be overwhelmed by the sheer amount of information they need to know to take stuff on. I’ve read a lot of 2 and 3 star reviews that complain of pay to win suggesting that they need to pay to overcome an event, or that too much knowledge is needed etc to take on bosses.
I can totally see why new people will struggle. The learning curve from start to valiant is extremely steep, and without offering newer players some form of assist with knowing what to do in quests, I fear it will continue to push away newer players. Only very committed new players will reach out to global or forums or YouTube.
Most will just think “damn….this game is tough..I don’t like it any more.”
I wonder if there needs to be a new “training ground” for new players, that helps them with mid game also. The implementation of the parry training ground etc was a good start. But it really needs something like a testing ground, where people can select nodes, and get an assist with in game explanations.
Let’s be honest. Some of the in game descriptions of nodes and abilities are just horrid. They don’t explain things properly. They can be very ambiguous, and sometimes just confusing. It can be hard to work out how different node and abilities interact because of poor description.
I’ve lost count of the number of times in alliance we’ve said
“Does this champs abilities work on this node to counter it?”
And the general reply is
“No idea…it should do….guess we will have to test it ourselves and find out in war….good luck.”
Given that the end game players would like some sort of test ground, and it’d be great for newer players too, can this sort of stuff be implemented ?
I can totally see why new people will struggle. The learning curve from start to valiant is extremely steep, and without offering newer players some form of assist with knowing what to do in quests, I fear it will continue to push away newer players. Only very committed new players will reach out to global or forums or YouTube.
Most will just think “damn….this game is tough..I don’t like it any more.”
I wonder if there needs to be a new “training ground” for new players, that helps them with mid game also. The implementation of the parry training ground etc was a good start. But it really needs something like a testing ground, where people can select nodes, and get an assist with in game explanations.
Let’s be honest. Some of the in game descriptions of nodes and abilities are just horrid. They don’t explain things properly. They can be very ambiguous, and sometimes just confusing. It can be hard to work out how different node and abilities interact because of poor description.
I’ve lost count of the number of times in alliance we’ve said
“Does this champs abilities work on this node to counter it?”
And the general reply is
“No idea…it should do….guess we will have to test it ourselves and find out in war….good luck.”
Given that the end game players would like some sort of test ground, and it’d be great for newer players too, can this sort of stuff be implemented ?

29
Re: What do you hope to see from a Ghost Rider buff/rework if he does win?
In his battle animation at the start he’s driving on his motorbike similar to Jack o lantern
Re: New players getting scared off?
It's tough for long time players and forum members to weigh in on the early game without a bias because most of us can create a new account and think this is the easiest, most simple and quick game ever since we've been playing for a long time.
But its true that this is one of the most complicated and dense games ever whether people like to admit that or not. You need an insane amount of bandwidth and investment to fully try to understand
But its true that this is one of the most complicated and dense games ever whether people like to admit that or not. You need an insane amount of bandwidth and investment to fully try to understand

17
Re: So.. Why did Anti-venom get nerfed?
They definitely only increase new debuffs as they’re applied. This is the same as aptitude, intensify and other similar effects.I started getting decelerates before all exacerbates were already placed but this result doesn't make sense to me honestly. Their potency should be getting updated with every new exacerbate and I almost have no doubt that this is how it is supposed to work. Think only possibilites are:Keep in mind only *new* debuffs are affected by exacerbate. So if you weren’t using staggers or the sp1 petrify to build them up, and the decelerates were triggered before getting up 10 exacerbate passives (say you only had 4/5 when each decelerate triggered) they might have had less total potency than what new decelerates would have when triggered *after* 10 exacerbates.Isn’t it the same?I thought about it and I'm sorry if I failed to understand the lines of text since I also suffer from reading comprehension issues as an mcoc player. I went in to test if you're correct and got this:
Old anti-venom had 10% personal debuff potency increase for every 10 hits, and 5% increased non personal debuff potency for every 10 hits. This capped at 50 hits so 50% debuff potency for personal and 25% for non personal.
Exacerbate (2.5% non damaging debuff potency for new debuffs) whenever he inflicts a personal debuff, and personal debuffs gain an extra 2.5% potency for 5% total, maxing out at 10 stacks. That’s still 50% personal debuff potency.
The fact that you can’t lose progress on this ability is a good thing. It means nodes that reset your combo or mess with it in some way, now do nothing. Now it’s consistent and reliable and still very effective at providing debuff potency. And they’re passive so they’re literally not going away.
And the fact that you get them up when you apply a personal debuff is good, you can use the petrify and staggers to get them up so quickly, rather than having to reach 50 combo.
Not sure if I got super unlucky with a %1 chance or if debuffs don't get their potency updated with each exacerbate passive for some reason. This was also the first special he threw after I got 10 exacerbates and 2 decelerates, I may be missing something so please feel free to clarify.
Also to answer @ahmynuts could you please ask those %99 of people if they had ever touched Anti-venom for any reason other than cheesing a regeneration matchup with sp1 spam? Fact that you take such community sentiment this serious is even more funny if you ask me when in reality he'll be forgotten in a few weeks at most. My own opinion doesn't mean a thing either since he isn't obtainable as a 7 star yet and his buff has been out for just about a day. We'll see I guess.
Based on the wording you used, I’m not sure if you mean to say you got the 10 exacerbates first and THEN got 2 decelerates, or if you built 2 decelerates and then once he reached 10 exacerbates, you baited a special.
If it’s the former, and he is getting unstoppable multiple times despite the slim 1% chance, I’d say there’s a chance anti-venom may not be correctly increasing the debuff potency by an extra 2.5% per exacerbate. Personally I haven’t tested as I can’t really access the game at the moment, but if you’re doing everything correctly and unstoppable is still triggering, it may be bugged.
1)Getting unlucky with %1 chance
2)Poor kit design
3)Just a bug
4)Its a nerf as I had assumed
I'd really like clarification from someone like @Kabam (Osaurus) Rex if possible
IMO it’s definitely not poor kit design, definitely not a bug and definitely not a nerf as outlined in my first comment.
I’d love for Mike to come and clarify but I’m certain that this is the way it works.
Re: Apocalypse Signature ability rework
Apoc sig ability is practically nothing ... I don't know if there is more useless sigApart from using him in Questing or Incursions, where it's actually really helpful.
I mean useless in BGs, sure. But the game is bigger than that.
More useless? Quake, Misty Knight, Odin and iHulk say 'Hi!'. And Proxima Midnight's Sig is rendered completely pointless by damage caps in the only environments she's intended for.
I mean, it's not great, and I wouldn't complain if Apoc received a tweak to his Sig.
But I wouldn't advocate for Apocalypse getting an adjustment, when the rebalance team could be spending their time on the dozens of champions who need it more.