Best Of
Re: When Will We See Them as 7*’s?
7* Agent Venom would go insane with the scorpion and kraven synergy
Re: Potentially 7 Star Red Magneto coming soon…?
I don't understand the whole "this champ is too OP to be a 7*" thinking....The game “isn’t ready” for 7* Hulkling but somehow it’s ready for future ant man, Tigra, nick fury, red guardian, and human torch💀🙏🏽"The game isn't ready for him yet"In the most recent live stream, I saw that in the new relics section of the stream, there was red magneto battle cast being released soon. Does that mean red mags is finally coming as a 7 star now?That would mean a 7* hulkling, I’m down for that.
Cuz if I’m not wrong, didn’t they say something like the new relics will enhance the abilities of those champs specifically but ofc can be used with other champs too? Maybe I’m trippin XD.
What do you guys think?
Yet they made a 7* Serpent.
Re: When Will We See Them as 7*’s?
I was going to post about this topic myself — I mean, for real. We’re into 7R4 now.There are other champs I’d put in too that are great in the hands of certain operators—KK being one, for example.
Are we seriously not going to have Thor — ANY THOR — as a 7-star?
What is happening here?
I just don’t think there’s a good need to slow walk champs that would be good as is in the 7* pool when we have quite a few 7* who need tune-ups badly.
Dr. Zola

5
Re: When Will We See Them as 7*’s?
I was going to post about this topic myself — I mean, for real. We’re into 7R4 now.
Are we seriously not going to have Thor — ANY THOR — as a 7-star?
What is happening here?
Are we seriously not going to have Thor — ANY THOR — as a 7-star?
What is happening here?

17
When Will We See Them as 7*’s?
There are obvious champs that we may never see as 7* (Quake, Herc) and some that may only be released as 7* in monetized events or as special prizes (Magik, Kitty, Wolverine, e.g.) while still others may be on hold because they could be too effective with 7* stats (Hulkling, Scorpion, Valk, e.g.).
But there’s a large-ish group of good to very good champs who aren’t game breaking but can still be effective in their current state as 7*.
For example:
Tech: Nimrod, Silver Centurion, Star-Lord
Mutant: Toad, Jubilee, Cable
Science: Cassie, Miles, Wasp, YJ
Skill: Agent Venom, Stealth Spidey
Cosmic: Champion, Thor, Ikaris
Mystic: Mephisto, Morningstar, Claire Voyant
What’s holding back releasing champs like this in a special crystal or generally?
Dr. Zola
But there’s a large-ish group of good to very good champs who aren’t game breaking but can still be effective in their current state as 7*.
For example:
Tech: Nimrod, Silver Centurion, Star-Lord
Mutant: Toad, Jubilee, Cable
Science: Cassie, Miles, Wasp, YJ
Skill: Agent Venom, Stealth Spidey
Cosmic: Champion, Thor, Ikaris
Mystic: Mephisto, Morningstar, Claire Voyant
What’s holding back releasing champs like this in a special crystal or generally?
Dr. Zola

7
Re: Do you like the new Deep Dive Format?
I usually prefer the guides by Jason or other YTers including KM415
Re: I've reached mental capacity for champions (and what that can mean for the game going forward)
Excellent post
I’ll add that I felt the same way 6 years ago.
I’ll add that I felt the same way 6 years ago.
Doom Cycle discussion
Ok so I've now done Doom cycle a few times and I have thoughts.
1) It was only difficult when I was switching the characters in order to get the 7* shard objectives. So they share a health bar but not their special timers? That means their specials all reset to 0 when switched. And there seems to be no advantage that any characters have over any others against certain doombots so there is literally no point in switching characters midway. I would have thought that Torch would be immune to the burns so you might want to use him against the red ones or something like that. If their are advantages and disadvantages already then they aren't noticeable enough to make any difference.
2)Characters: Mr F is really weak and Thing is too slow so you never want to use them at all. Torch is decent damage wise. But Invisible Woman is just clearly the way to go. She can go invisible (meaning she evades everything) and she has a crazy shield that blocks all damage and even reflects damage, AND while it's active she gains health. And she has the lowest delay so she attacks more often. Sure her damage was low at first but her evasiveness and survivability just carries you through. if you put all your mastery points into her then damage is not a problem at all.
I assume it's designed in a way that if any champ gets all the mastery points they will just clear it by themselves as well but there isn't any incentive to test this anyway.
3)The targeting system, automatic specials, and timers suck. Only targeting the first enemy is terrible because they can be at 1 health when your special is launched that is meant to do massive damage that could have been used on the second enemy still at 1,000 health. Also the buffs you get aren't paused during animations so an enemy could spend those extra seconds in their fainting animation while your buffs tick away. Those timers also continue after all enemies are dead and it's transitioning to the next phase so your buffs from specials are wasted there too when they could have been more useful in the next room.
4) It's just simply really boring and time consuming. I've finished with the 7* shard objectives and at this point I just through invisible woman in their with all the abilities mentioned above. She easily clears every room and ends the run at almost full health. But even then each run still takes 5 minutes or so. There are still 17 days left so 51 runs. I still need 46 cleared runs in order to get the last milestone. So that's 4 hours of nothing now needed to be devoted to this mode. This is why I think the perception of this mode is that it's just there to waste time.
5)Masteries - just dump em all into IW and team tabs of the other characters that help IW and that's it.
6) Testing: Due to the nature of the objectives and the limited entries I didn't want to waste any runs so I just went with what works without trying anything different which I assume is against the design.
7)Overall conclusion: It seems to be a mode without difficulty that doesn't require skill, planning or strategy and that actually disincentivizes the swapping mechanic. I wouldn't say there was anything I particularly enjoyed about the mode as I think this is a very bare bones "rogue-like" without most of what makes rogue likes fun in the first place. I play many rogue likes and there are so many things that can be improved upon.
Ways to make the mode "better":
1)In order to incentivize planning don't have them share a healthbar or let them share the Special bar so you aren't punished for swapping.
2)Give actual advantages to using one character or another against certain doombots. This also makes the player want to put masteries in multiple characters rather than just dumping them all into one character.
3)If the above is implemented it would be nice to get previews of multiple rooms to plan out which characters to use at the right time. Currently you can only see what type of doombot is in the next room which tells you almost nothing because it doesn't show you how strong they are or how many there are.
4) Another fun thing is if you could use 2 or more characters at once where each have synergies with each other in unique ways and can make cool combo attacks or cover each other's weaknesses. There are so many ways to play around with different character combinations and what order they are placed in. Maybe a defense position and an offense position or a support position etc...
5)Letting the player target a specific enemy would work wonders
6) Manual specials instead of auto would be way better as well
Or if the design was to have a casual time waster then keep it as is and keep the rewards up to date and all good
1) It was only difficult when I was switching the characters in order to get the 7* shard objectives. So they share a health bar but not their special timers? That means their specials all reset to 0 when switched. And there seems to be no advantage that any characters have over any others against certain doombots so there is literally no point in switching characters midway. I would have thought that Torch would be immune to the burns so you might want to use him against the red ones or something like that. If their are advantages and disadvantages already then they aren't noticeable enough to make any difference.
2)Characters: Mr F is really weak and Thing is too slow so you never want to use them at all. Torch is decent damage wise. But Invisible Woman is just clearly the way to go. She can go invisible (meaning she evades everything) and she has a crazy shield that blocks all damage and even reflects damage, AND while it's active she gains health. And she has the lowest delay so she attacks more often. Sure her damage was low at first but her evasiveness and survivability just carries you through. if you put all your mastery points into her then damage is not a problem at all.
I assume it's designed in a way that if any champ gets all the mastery points they will just clear it by themselves as well but there isn't any incentive to test this anyway.
3)The targeting system, automatic specials, and timers suck. Only targeting the first enemy is terrible because they can be at 1 health when your special is launched that is meant to do massive damage that could have been used on the second enemy still at 1,000 health. Also the buffs you get aren't paused during animations so an enemy could spend those extra seconds in their fainting animation while your buffs tick away. Those timers also continue after all enemies are dead and it's transitioning to the next phase so your buffs from specials are wasted there too when they could have been more useful in the next room.
4) It's just simply really boring and time consuming. I've finished with the 7* shard objectives and at this point I just through invisible woman in their with all the abilities mentioned above. She easily clears every room and ends the run at almost full health. But even then each run still takes 5 minutes or so. There are still 17 days left so 51 runs. I still need 46 cleared runs in order to get the last milestone. So that's 4 hours of nothing now needed to be devoted to this mode. This is why I think the perception of this mode is that it's just there to waste time.
5)Masteries - just dump em all into IW and team tabs of the other characters that help IW and that's it.
6) Testing: Due to the nature of the objectives and the limited entries I didn't want to waste any runs so I just went with what works without trying anything different which I assume is against the design.
7)Overall conclusion: It seems to be a mode without difficulty that doesn't require skill, planning or strategy and that actually disincentivizes the swapping mechanic. I wouldn't say there was anything I particularly enjoyed about the mode as I think this is a very bare bones "rogue-like" without most of what makes rogue likes fun in the first place. I play many rogue likes and there are so many things that can be improved upon.
Ways to make the mode "better":
1)In order to incentivize planning don't have them share a healthbar or let them share the Special bar so you aren't punished for swapping.
2)Give actual advantages to using one character or another against certain doombots. This also makes the player want to put masteries in multiple characters rather than just dumping them all into one character.
3)If the above is implemented it would be nice to get previews of multiple rooms to plan out which characters to use at the right time. Currently you can only see what type of doombot is in the next room which tells you almost nothing because it doesn't show you how strong they are or how many there are.
4) Another fun thing is if you could use 2 or more characters at once where each have synergies with each other in unique ways and can make cool combo attacks or cover each other's weaknesses. There are so many ways to play around with different character combinations and what order they are placed in. Maybe a defense position and an offense position or a support position etc...
5)Letting the player target a specific enemy would work wonders
6) Manual specials instead of auto would be way better as well
Or if the design was to have a casual time waster then keep it as is and keep the rewards up to date and all good
Re: Sable disorient doesn’t stop Void debuffs?
Okay, let me try to summarize this in a clear way.This is pretty much it.
Disorient is Defensive Ability Accuracy Reduction - it only reduces AA when the victim is being struck. In most cases, this means it affects abilities that would trigger when the victim is struck. Void’s debuffs are not an on-hit trigger, they’re just on a timer, so disorient won’t cause them to fail normally.
HOWEVER - the fiddly details of how AA is actually calculated means that if you strike your opponent on the exact frame(s) they would trigger a time-based ability, like void’s debuffs or Medusa’s furies, the AA is applied and the ability can/will fail. Essentially, disorient doesn’t reduce the AA of specifically defined “defensive abilities,” it just reduces the opponent’s AA in general, but ONLY when they are being struck.
This is not a reliable way to shut down these timer-based abilities, because the timing is so tight you basically only ever manage it by accident.
I sometimes see the same happening with offensive abilities in AQ; as I quite like using Deathless King Groot there. If I use him for Psycho-man or Overseer, and the Malice timer expires during a Special Attack, the Malice abilities get impacted by their Special concussion abilities.
You can see all kinds of abilities failing if they try to trigger just when you're Glanced, or hit into block against Proxima/Ironheart.
Re: Well, the new Valian gauntlet sucks...
I like the previous one. This one is absolutely rubbish. When I started doing it, I thought the first three quests are three much. But then, the last three with 28 fights in each - absolute madness. This isn't fun. It's a chore. People have real lives to take care of.
This is Kabam's stunted idea of quality of life improvements.
This is Kabam's stunted idea of quality of life improvements.