**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.
Comments
Reduce block penetration
Make the charges on the “easy path” up to 3
Delete no retreat
Never said I didn't want change. I just said I didn't want change to the mechanics. Hey, next time you could try to read my comments before you respond. Really goes to prove Ru Paul right.
Sorry, better luck next time.
Yes the champion might be a really difficult fight, but if you could practice as much as you want for a low energy cost, I think you solve 95% of the issues with it.
Also get rid of no retreat.
1.Indestructible buffs need to drop to 3 or reduce dramatically his block penetration so more champions other than CAIW can survive the fight.
2.No retreat needs to be removed at all, since the only two viable counters (BWCV and MS), are not available anymore. The node needs to go along with the changes, that’s the fair for the upcoming players of the fight.
Only these two easy fixes can turn the fight from bs to just difficult.
I would do it by replacing the boss' spot with a key. Then another path is added and connected to the starting node that has a gate for the key, which leads to a portal straight to the map boss. This way, the progress to get the key is not lost and the summoner can fight the map boss immediately when they need to clear the map and at full strength. Also, 100% completion wouldn't require players to fight the boss in every run. Needless to say, map and chapter rewards will still only be given once the boss is cleared.
Of course this probably isn't the best fix or whatever, just an idea that I find interesting. If this were done, I'm most probably good with having the boss node the way it is now.
- Did the initial clear of 6.2.6 mid 2019 just to open up act 6.3 so I could do my legends run for that, I had to spend close to a thousand units just fighting the “easy path” Champion.
- However, I revisited The Champion earlier this year when 6.4 just dropped just so I could go for a 100% push for my 6.4 legends. When doing so I was able to get one shots on The Champion now with way more experience, practice and skill than I had back then. The plain vanilla champion fight with his 5 charges really isn’t that difficult at all, seeing as how I can consistently get one shots when I’m doing guides or testing the viability of new champs. It’s all about practice guys, none of us started out as mcoc pro players from the get-go. You just need to buckle down and invest the time and effort to get better. Countless others have already paid their dues against this boss, and I don’t see why the status quo shouldn’t hold true moving forward.
- In conclusion I would like to unequivocally state that the state of the “base” Champion boss is just fine, maybe just remove the no retreat node if it helps the less experienced players in the community, but keep everything else intact. That’s what made the whole fight fun and challenging in the first place. This is what end game content should be like and why we as players derive satisfaction from overcoming these obstacles.
- P.S. my only major complaint about 6.2 was the senseless inclusion of gates that added a needless extra layer of restriction to our rosters for that particular chapter.
I’ve done all of act 6 and this is the worst fight in the entire Act.
Make the charges persistent from fight to fight. Get rid of class gates for the entire chapter. Reduce attack. Change no retreat to something else.
That's an arbitrary decision, that says what kind of game you want to play (or make). I would argue that the core progressional story arc content should be doable by even below average players eventually, provided they play long enough to have a roster reasonable to acquire before doing the content. There should be a place for fights like the Champion and 6.2 Sinister, it is the same place we put fights like the Infinity Thanos or Lagacy's Sym Supreme: in optional content. But in my opinion, that place isn't in the core story arc content.
Having said that, I don't think it is necessarily true that players have to have a way to simply grind past it slowly. The all or nothing aspect of the fight does have a good side: if you can't spend past it, you shouldn't even try to spend past it. I would prefer content that straight up prevents people from spending on it, so they don't try to and then complain the game is paywalled. What I want is a fight that players can learn to beat, and whether it takes a day to learn to beat it or it takes six months to learn to beat it is a detail. Right now the fight isn't structured in a way that is straight forward for players to learn to fight him. There's a substantial energy and fight path to reach him, and even if the path is easy it makes it difficult to practice with repetition without spending on revives. And dueling only helps to a point: I did that but it didn't tell me everything about the fight. It didn't tell me how much margin for damage I had to block or Parry. It didn't tell me how aggressively or passively the Champion was going to fight in that specific fight. It didn't tell me how hard it would be to extend the fight long enough to get the right evades in. All those things took actually fighting in the fight to learn.
There's an "essence" to the fight I would want to keep, where players were encouraged to learn to fight it and not spend past it. But the hurdle to overcome has to be lower, and the path to get there has to be shallower, for that fight to be appropriate for core story arc content in my opinion.
Agree with this. I can appreciate the fact that they want people to enter the fight with a 'specific set of skills' to have a chance to defeat it. Since the fight is so unique, developing those skills will take practice. The best way to make that possible is to remove the preceding humps on the way to the boss fight.
If you've read my latest comment, this was the 'fix' that I'd personally prefer. What I'm actually doing right now is running through the middle/easy path and getting to him with one or two deaths (consistently at least one between Magik and Void), which I reckon would be down to zero if I do this for at least a couple more weeks. Problem is, even then, I don't think I'd have a guaranteed shot at defeating him without still having to spend several hundred to over a thousand of units. Even with all the practice from the earlier defenders, I wouldn't be able to reasonably imprint the boss fight into my muscle memory because each of the preceding fights were of a completely different design than the boss.
Just my honest opinion, defeating the boss takes the proper champs to fight him with (re:current issue with RNG) and lots of practice in this specific fight (generally impractical because of having to fight through, albeit relatively easy, defenders before getting to him).
My video where I one shot The Champion is below, works each and every time.
https://youtu.be/_cw1AWGnqco