How Would You Properly Fix The 6.2.6 Boss Fight?

HieitakuHieitaku Posts: 696 ★★★
I'm sure a lot of people have an opinion on this and, like many other people as well, I'm interested to hear what others have to say on the matter.




As with other opinion-based discussions, please keep the discussion constructive and respectful.

I'm currently stuck at this quest, by the way.
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Comments

  • Destroy4589Destroy4589 Posts: 191 ★★★
    Add texts like in grandmaster fight so you know whats happening in each phase. Reduce attack values significantly. Get rid of stuff like burden of might or no retreat and maybe reduce the last 10% charges from 5 to 3
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  • RookiieRookiie Posts: 2,350 ★★★★★
    MMaqsood said:

    Just make sure that the charges removed by dexing Sp1 moves from fight to fight. so even if you manage to remove one charge and die. you don't have to remove all 5 in next fight. It's so annoying that you remove 4 charges and then gets killed, all your effort is lost.

    Yes, I've seen this suggestion before and was going to suggest it here. This is good enough.
  • Notsavage19Notsavage19 Posts: 2,406 ★★★★★
    Keep the charges the way it is. If forces you to play perfectly.

    Reduce his attack rating, and remove or change some of the linked nodes, such as No Retreat.

    In the last 10%, maybe make it so that if you intercept, you gain 1 perfect block passive, lasting until he hits your block, but then any blocked hits that aren't perfect cause him to go unstoppable for 3 seconds. I feel like people shouldn't rely on blocking the special attacks and then just dexing the last hit.
  • Notsavage19Notsavage19 Posts: 2,406 ★★★★★
    MMaqsood said:

    Keep the charges the way it is. If forces you to play perfectly.

    Reduce his attack rating, and remove or change some of the linked nodes, such as No Retreat.

    In the last 10%, maybe make it so that if you intercept, you gain 1 perfect block passive, lasting until he hits your block, but then any blocked hits that aren't perfect cause him to go unstoppable for 3 seconds. I feel like people shouldn't rely on blocking the special attacks and then just dexing the last hit.

    That will be another road block for many. Not everyone is a perfect player so everyone should be able to finish the fight. Those who are very good players should be able to do it cheaply for others, it should cost more but still should be do-able. Issue with current fight is that no more how much units you throw at it, you have no way to defeating him unless you play perfectly.
    Just like the Grandmaster. It's a roadblock for a reason. Those two fights are the only ones where you can't use auto fight and units to power through. I'm sorry, but if you're not able to play perfectly, it's a sign that you might want to get better before you tackle him and the rest of Act 6. It's a way of weeding out the bad players from the better players.
  • Notsavage19Notsavage19 Posts: 2,406 ★★★★★
    I get why removing the Linked Nodes and reducing the attack rating would be beneficial. That makes sense.

    However, I just don't get why the actual Champion boss needs to be made easier? Like the fight itself is fine. It's just the nodes and attack values that make it unenjoyable. People just want to get through things more quickly and more easily, and that shouldn't be the case.
  • HieitakuHieitaku Posts: 696 ★★★

    I get why removing the Linked Nodes and reducing the attack rating would be beneficial. That makes sense.

    However, I just don't get why the actual Champion boss needs to be made easier? Like the fight itself is fine. It's just the nodes and attack values that make it unenjoyable. People just want to get through things more quickly and more easily, and that shouldn't be the case.


    Aren't the nodes and attack values part of the fight?
  • Notsavage19Notsavage19 Posts: 2,406 ★★★★★
    Hieitaku said:

    I get why removing the Linked Nodes and reducing the attack rating would be beneficial. That makes sense.

    However, I just don't get why the actual Champion boss needs to be made easier? Like the fight itself is fine. It's just the nodes and attack values that make it unenjoyable. People just want to get through things more quickly and more easily, and that shouldn't be the case.


    Aren't the nodes and attack values part of the fight?
    Not the actual mechanics of the fight.
  • Notsavage19Notsavage19 Posts: 2,406 ★★★★★

    I say just leave him with one indestructible charge and get rid of the no retreat node. Thats it.

    That's wayyyy too easy. We should get rid of the No Retreat node, but it shouldn't be 1 charge
  • HieitakuHieitaku Posts: 696 ★★★

    Hieitaku said:

    I get why removing the Linked Nodes and reducing the attack rating would be beneficial. That makes sense.

    However, I just don't get why the actual Champion boss needs to be made easier? Like the fight itself is fine. It's just the nodes and attack values that make it unenjoyable. People just want to get through things more quickly and more easily, and that shouldn't be the case.


    Aren't the nodes and attack values part of the fight?
    Not the actual mechanics of the fight.
    For simplicity, say let's just include everything on the opponent's side that affects the fight as part of the fight?
  • SpideyFunkoSpideyFunko Posts: 12,155 ★★★★★
    I’d get rid of it
  • Notsavage19Notsavage19 Posts: 2,406 ★★★★★
    edited May 2020

    To me the indestructible charges should be persistent. Resetting every try feels too punishing. Even in the grandmaster fight you get to carry over some tokens. This way you still have to perform 5 dexes but dying from block damage isn’t such an issue and makes any champion realistically able to get off at least 1 charge.

    Also, just remove no retreat. Every other link is fine. Difficult, but fine. No retreat is just straight BS

    But I don't get why you have to block the specials. That's just creating a problem for yourself.
  • Notsavage19Notsavage19 Posts: 2,406 ★★★★★
    Hieitaku said:

    Hieitaku said:

    I get why removing the Linked Nodes and reducing the attack rating would be beneficial. That makes sense.

    However, I just don't get why the actual Champion boss needs to be made easier? Like the fight itself is fine. It's just the nodes and attack values that make it unenjoyable. People just want to get through things more quickly and more easily, and that shouldn't be the case.


    Aren't the nodes and attack values part of the fight?
    Not the actual mechanics of the fight.
    For simplicity, say let's just include everything on the opponent's side that affects the fight as part of the fight?
    Fine. The Champion fight needs to be tuned down in terms of nodes and attack rating. Everything else is fine.
  • Notsavage19Notsavage19 Posts: 2,406 ★★★★★

    I’d get rid of it

    Nah, then we'd have less skilled players getting access to the rest of Act 6. They should "get good".
  • SeraphionSeraphion Posts: 1,120 ★★★★
    MMaqsood said:

    Just make sure that the charges removed by dexing Sp1 moves from fight to fight. so even if you manage to remove one charge and die. you don't have to remove all 5 in next fight. It's so annoying that you remove 4 charges and then gets killed, all your effort is lost.

    I agree 100%
    That was my first thought as well.
    That way you can at least safe up a lot of units and get him down even if its cost a lot. I had alliance mates that spend 1-1,5k units on that fight and then gave up.


    And remove the linked nodes while you are at it.
  • Bawa69Bawa69 Posts: 339 ★★★
    the persistant charges removal mechanic (charges removed by dexing specials moves from fight to fight) looks great on paper but then it poses a different problem...remember you also gain a prowess each time you dex a special and reduce the indestructible charge...which allows you to use one sp 3 and get the last 10% down immediately....now unless you get in a mechanism where the prowess gained also carries over to a different champ something like mr fantastics cross fight ability this wont work too well
  • TheTalentsTheTalents Posts: 1,646 ★★★★★

    I say just leave him with one indestructible charge and get rid of the no retreat node. Thats it.

    That's wayyyy too easy. We should get rid of the No Retreat node, but it shouldn't be 1 charge
    Compared to regular map bosses he's harder than most without the indestructible charges. So leaving one proves you have the skill to dex it. Why do we need to prove it 5 times? That's why I say one indestructible charge is enough.
  • Notsavage19Notsavage19 Posts: 2,406 ★★★★★
    Seraphion said:

    MMaqsood said:

    Keep the charges the way it is. If forces you to play perfectly.

    Reduce his attack rating, and remove or change some of the linked nodes, such as No Retreat.

    In the last 10%, maybe make it so that if you intercept, you gain 1 perfect block passive, lasting until he hits your block, but then any blocked hits that aren't perfect cause him to go unstoppable for 3 seconds. I feel like people shouldn't rely on blocking the special attacks and then just dexing the last hit.

    That will be another road block for many. Not everyone is a perfect player so everyone should be able to finish the fight. Those who are very good players should be able to do it cheaply for others, it should cost more but still should be do-able. Issue with current fight is that no more how much units you throw at it, you have no way to defeating him unless you play perfectly.
    Just like the Grandmaster. It's a roadblock for a reason. Those two fights are the only ones where you can't use auto fight and units to power through. I'm sorry, but if you're not able to play perfectly, it's a sign that you might want to get better before you tackle him and the rest of Act 6. It's a way of weeding out the bad players from the better players.
    "Im soooo good and everybody else just needs to learn how to play".
    Yeah yeah. Get out.
    When did I ever say that? Please learn how to read.
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