**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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I think Gamora, Taskmaster, Rocket and Korg also have armor break and bleed in a non-trivial way, although they might be slower and aren't ranked up as often. And in the case of say Rocket, I don't know what happens if an armor break and a bleed land simultaneously on Killmonger.
However this node is very niche and is acknowledged as one of the worst lanes in the game. There was a lane similar to this in the act 7 beta but kabam are going back to reevaluate that, so they are learning (hopefully).
Sabertooth is a good option and would be decent for this fight.
As for the others yeah they can armor break and apply bleed but those fights would still be fairly long as you will be rotating between special attacks to get armor breaks and to apply bleeds. Would they really far much better then blade ( with Villian synergy i am assuming) in that fight. Thus still making this fight not fun.
Also how many people have those champions ranked up. Should people really rank up those champions in regards to their wider use in the game at end game content.
Compare them to my list above. All 4 of those champions ( Plus ST) are used in a lot of places so people will rather rank them up. Resources in this game are limited and rank ups have to be planned to maximize the gain you get from them.
Its also easier to do with the champions listed above. The more time you spend in a fight the more likely you will mess up. Also stuff like block proficiency has a big impact when fights are long.
Anyway my point is that having these style of Niche fights in Act 6 is not fun especially when you method to bypass them relies on RNG.
I hate to break it to you but that's not thinking outside the box, that would be considered as a bug.
The node clearly says they receive 100% less damage from any source apart from bleed.
Did you solo that fight using stark spiderman ?
There is a lot of stuff that has been a certain way since introduction which was later classed as a bug. e.g. Morningstar healing when opponent has indestructible.
If the wording said hit why is it Incinerate, Shock, Poison , Omegas spores deal no damage. They are not hits but DoTs. I can't be asked to go get a screenshot for you. Log into the game and look at the node yourself. You will see it says "Source".
As much as Kabam is eating their words now, I truly find A6 to be a roster check that aligns very well with their initial goal of having players have sufficient roster “breadth” before progressing.
Most of the complaints are from players who do not have the counters and attempt to rush the content.
Given that R4s are given like candy nowadays (even R5s are too), it isn’t hard to rank up one of the suitable champs, especially if all of them are relatively old champs who have been out for years.
A very niche fight would have been 6.2 Sinister during the beta where he had Buffed Up instead of Caustic Temper. Caustic temper still has quite a few counters in Hyperion, Medusa, even Kamala Khan. For Buffed Up, at that point, the only true counter was Cull Obsidian, who was just released in the game. Those in the beta tried every possible counter (even Civil Warrior), and it was impossible to take down without grinding him down with unitman.
Another example of a niche fight would be Acid Wash Mysterio where only 1-2 champs will fulfill the node criteria.
Personally, for 6.2 Do You Bleed lane, I took it with the Skill gate and brought SS R5 / Blade R4 / Gwenpool R4 / Hawkeye R4 / Thor Rag R3. My skill roster wasn’t as developed at that time.
That being said, I think the direction that 6.3 and 6.4 went given the backlash of the Class Gates in 6.2, was a step in the wrong direction. I much prefer the class gates as it requires you to think out of the box, within a specific class, of the champs that can be brought to handle a specific lane. Whereas for 6.3/4, the counters were much more niche and specific.
The design philosophy should be like an American Ninja club obstacle course and not the Bond villain/Jigsaw deathtraps we have now. The one actively encourages you to analyze, adapt, transfer, and expand skills/"it's not always easy but you can see what you need to do and intuit effective tactics because you already built the foundation of what you need" and what we have now is more suffering as a necessity to proceed/"I expect you to die" and you probably will unless you happen to have the right wattage laser shoe or enjoy pain.
Combine that with players having access to current meta 5*s at rank 4 and 5 to take through Act 5 when most older players did the majority of it with older 4*s, it's no wonder the difficulty in Act 6 seems so high. They've never actually had anything really difficult.
For those people who do have newer accounts and are motivated to push progress I think hearing that once they get to a point they need to wait potentially for months or years until RNG gives them what they need to satisfy gates AND those champs be able to clear the content must be hugely disheartening. If the situation was flipped I'd probably have called it a day.
There are people complaining about act 6 that have only done one pass through Act 5 and never even attempted exploration yet. It's no real surprise they're finding it insanely difficult.
That's why I see what they were attempting with the 6.2 gates in forcing players to stop and regroup before pushing forward. They went a bit too far to an extent though. 6.2.2 Sinister, the 6.2.5 gates, and 6.2.6 are too prohibitive in my opinion but outside of those instances I much prefer the design of 6.2 over the ultra specific nodes and insane attack and health we got in 6.3 and 6.4 personally.
I will make it my goal to get 30 min AQ timers to me it is the biggest improvement Kabam can implement right away. I recently changed my bgs to map 7x5 across the board and as people are getting used to map 7 its been a real pain in terms of time. I'm requesting for the option to have 30 minute timers for map 7 guys specifically because I understand people think that one energy is better.
If only A6 had an Elder’s Bane gate, and A7, Throne Breaker.
I'm speaking as a veteran player that explored the majority of act 5 with 4* r5.
As you said I can only imagine how people would react if the Variants went from a sort of in-between to being the apex of content difficulty again. So are the top only supposed to get some legitimately challenging stuff every few years when we get the next Everest?
What are you looking for?
If you're going through current story with a 6star rank 2 roster, you should be all "I am like unto a GOOOOOOOOOD!!!" but they've tuned it so you're "I am like unto an average duuuuuude!"