**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.
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This game is now four years old and its player base starts ageing. I don't know how many newbies still enter this game, but every game reaches a point that it relies on its established fan base rather than new blood. I think MCOC is reaching that phase. It means that the player base is demanding more and more (just open forums). Everything needs to be god tier and god tier only means ability descriptions as long as a telephone book, with sophisticated tactics and counter-tactics.
If Kabam does that, they will lose a lot of people who aren't skilled or lucky enough, in fact, the only reasons some older champions are reworked are 1) players demand it and 2) it increases the god tier pool. Kabam knows very well that this game is reaching its end. I do not believe this game will exist after 2020, when the MCU story arc is finished and the F4 are released. Who will they add that players will really get excited about? More fantasy champions like, drum roll, The Champion (really fire the dev who came up with that goofy name)? Or more totally unknown skater-heroes?
If you think about it, complicated champs aren’t that bad. If you’re fighting against a complicated champ, most of the abilities don’t matter too much. If you’re playing a comlicated champ, you’ll either get used to the mechanics playing it, or put in maybe a minute to read the description.
So basically as long as they don’t turn champion descriptions into a 1000 word essay, I’m fine with the game evolving like that. It would be nice if Kabam keeps any champions they buff in the future simpler, but it would feel like a bit of a cop out if a new champ only had a few lines of text.
Uhm, yeah, the abilities do matter as a lot of them have many "if" and "but" that will get you wrecked if you pay no attention.
Annihulis description is several pages long in Word. And it is not only the ability description, but all the synergies as well.
Don't get me wrong, I love seeing nuanced champions. It really brings out different play styles and techniques that I wouldn't have otherwise thought of. But there is also a difference between being challenging & nuanced, and being convoluted.
For me, the threshold is somewhere around Wasp/IWIM/Korg. Normal for the most part, but does need some thought and deliberate gameplay to generate maximize damage on attack or to beat.
I've posted this elsewhere, but "If you cannot explain something simply, you do not understand it well enough yourself."-Unknown.
Here's Iceman who deals out coldsnap which no one is immune to. Oh wait, here's Sabretooth. And Corvus. Etc.
It is a matter of continually adding new mechanics and then offering counters. Wait a bit and we will have a character introduced who is immune to Nova flame.
How to counter Domino:
UGH. Remember that distracted deaths thread @groundedwisdom? I just did it
I also find most of the champs released over the last 12 month overly complicated. Just by looking at the length of their descriptions, it’s like reading a ducking manual.
In particular, I don’t like the 3 to 4 hit SP1’s or heavies that most new champs feature (e.g. the thing, human torch, IMIW, CAIW). I mean come on, you’re nearly pushed to the back wall after you dodged two of those attacks. Obviously it is used by Kabam to make the fight a harder, together with a ton of character specific nodes, but there should be better ways.
The in depth abilities reward those willing to put extended time and effort into the game.
As a casual player, you can't expect everything in the game to cater to you.
Adding nuance and variability to new champs is fine. No big deal adding phasing, or death spores, or even new types of incinerate. I just don't think each new champion should need an owner's manual.
Annilhilus: 60% chance for obliterating strike and stifle when attacking. Stun immune when activating it. Dashing back while stifled gives annihilus 0.90 seconds of unstoppable, consuming a stifle. Remove rod for10 seconds by nullifiying a buff, which stops these abilities. Don't taunt him with rod active.
I think that's it for fighting him, his specials do activate/pause/consume stifles though, but i didn't include that because it's more important when you're using him on offense.
I combined the obliterating strike and stifle percentages together because stifle only activates when you activate an obliterating strike. It's actually a 100% chance to activate stifle.
E.g. 100% chance to activate A when B, which has a 60% chance to activate activates = 60% chance for A to activate.(if that makes sense)