**KNOWN AW ISSUE**
Please be aware, there is a known issue with Saga badging when observing the AW map.
The team have found the source of the issue and will be updating with our next build.
We apologize for the inconvenience.
**KNOWN BG ISSUE**
We are aware of an issue with the seeding for the beginning of the BG season.
We are adding rewards to higher progression brackets to offset the additional grind.
More information here.
**Arcade is being extra tricky with his Murder Box...**
It appears Arcade has been non-cooperative in his approach to this month's side quest and presented his clues in a nonsensical order. Lucky you, Summoners, we have our best and brightest on the case and those clues should now be a lot more straightforward. While messing around in Arcade's files we came across a phrase, highlighted and bolded, with sparkles and pointy arrows: "the abode for the dead" ... Maybe that will help you along the way!
Options

NODES

2»

Comments

  • Options

    Also your about to run up against machonism and bane which are also very discouraging when you first encounter them so be prepared!

    Thanks for the heads up! Any good counters off the top of your head for those nodes?
  • Options
    MathgeekMathgeek Posts: 609 ★★★
    Red guardian counters buffet
  • Options
    Mathgeek said:

    Red guardian counters buffet

    What mechanic of his makes him counter it? Or I’d it unique to red guardian, only because I don’t have him.
  • Options
    MathgeekMathgeek Posts: 609 ★★★

    Mathgeek said:

    Red guardian counters buffet

    What mechanic of his makes him counter it? Or I’d it unique to red guardian, only because I don’t have him.
    I think he can't gain buffs
  • Options
    lowlevelplayerlowlevelplayer Posts: 4,292 ★★★★★

    This basic principle of this game is character v character. You're correct in that. However, the Battlerealm contains characters that have become more powerful through exposure to ISO-8. This makes them have more abilities, hence the nodes.
    Nodes are an integral part of this game. Taking away nodes leads to an increase in difficulty by just upping the health and attack of defenders, and from our experiences in Act 6, that's not really fun.

    "they’re making them way too hard"
    Those nodes aren't hard once you have mastered them. Difficulty is how we progress. If there's no difficulty, everyone would be at the same point, progression-wise. That's not smart game-design.

    I hear you, but for the basic players some of the nodes are just crazy, especially when you compare it to rewards, and that’s across the whole battle realm. I used a bad example, I should of highlighted buffet because I think that one was just designed very badly. I’m not against nodes, I’m against poorly designed nodes that just make the fight sluggish instead of a challenge.
    "Poorly designed nodes". For me, poorly designed nodes are nodes that require you to bring a specific counter. For example, Can't Stop Won't Stop.

    Buffet is not a poorly designed node because there are multiple ways around it. You can use a champion who doesn't rely on buffs. You could use any Heal Block champion. You could also use champions that reduce Ability Accuracy. There are a handful of options for nodes like Buffet or Masochism. Again, once you've practiced against it, you will slowly learn to master it.

    Furthermore, "basic players" won't encounter these "crazy" nodes until about Act 4 and onwards. If you have reached Act 4, you're much more knowledgable than a beginner player, and at that point, the difficulty has to go up.

    I would love to hear your suggestions for amping up the difficulty while not using "poorly designed nodes".

    "I’m against poorly designed nodes that just make the fight sluggish instead of a challenge."
    Define "sluggish". The MCOC community has a problem with some of its players. These players feel as though fights should not last more than a minute, and these fights should be over in less than 100 hits. These players want a challenge but aren't able to cope with challenge in the form of longer fights, so please define "sluggish" in the context of your statement.
    Yeah I guess I didn’t really think properly about all the counters to buffet, that’s my bad. But I do have an issue with the way you talk about the community having a problem with fights, the community isn’t all at the same level and the community lol wasn’t different things, a lot of the higher players have just got used to fights being hard and I don’t think that should always be the case, seatin is a perfect example of that. I think a lot of the end game community have forgot that this is meant to me enjoyable, not just a grind for good rewards.
    Challenge is enjoyable. I don't want this game to be a cakewalk. I don't want every single quest to be like Act 3. There is no challenge in Parry-Combo-ing the opponent to oblivion. Act 1-3 is to build fundamental skills. Act 4 is when the content starts to challenge your knowledge of the game. Act 5 is when skill & knowledge are challenged. Act 6 is where roster, skill, and knowledge are challenged. As progression moves forward, the player is bound to be challenged by more things. If this is not the case, then Act 5 would be the same thing as Act 3, but just with defenders with more health. That's not the direction I want the game to go.

    I agree fights should be enjoyable. That being said, fights wouldn't be enjoyable to players if they could be completed in an instant with no challenge.
    I hear that, fair enough if you get enjoyment out of dumping units into revives and stuff. But to me the game just isn’t in a good position, to complete harder content you need to have good champs and to get a good chance at good champs, you gotta spend money or complete content which you can’t do without good champs, so to me just kinda sucks, wanna see something decent changed because this game makes more than enough money to make those changes.
    honestly all I can say is, Git Gud
  • Options

    This basic principle of this game is character v character. You're correct in that. However, the Battlerealm contains characters that have become more powerful through exposure to ISO-8. This makes them have more abilities, hence the nodes.
    Nodes are an integral part of this game. Taking away nodes leads to an increase in difficulty by just upping the health and attack of defenders, and from our experiences in Act 6, that's not really fun.

    "they’re making them way too hard"
    Those nodes aren't hard once you have mastered them. Difficulty is how we progress. If there's no difficulty, everyone would be at the same point, progression-wise. That's not smart game-design.

    I hear you, but for the basic players some of the nodes are just crazy, especially when you compare it to rewards, and that’s across the whole battle realm. I used a bad example, I should of highlighted buffet because I think that one was just designed very badly. I’m not against nodes, I’m against poorly designed nodes that just make the fight sluggish instead of a challenge.
    "Poorly designed nodes". For me, poorly designed nodes are nodes that require you to bring a specific counter. For example, Can't Stop Won't Stop.

    Buffet is not a poorly designed node because there are multiple ways around it. You can use a champion who doesn't rely on buffs. You could use any Heal Block champion. You could also use champions that reduce Ability Accuracy. There are a handful of options for nodes like Buffet or Masochism. Again, once you've practiced against it, you will slowly learn to master it.

    Furthermore, "basic players" won't encounter these "crazy" nodes until about Act 4 and onwards. If you have reached Act 4, you're much more knowledgable than a beginner player, and at that point, the difficulty has to go up.

    I would love to hear your suggestions for amping up the difficulty while not using "poorly designed nodes".

    "I’m against poorly designed nodes that just make the fight sluggish instead of a challenge."
    Define "sluggish". The MCOC community has a problem with some of its players. These players feel as though fights should not last more than a minute, and these fights should be over in less than 100 hits. These players want a challenge but aren't able to cope with challenge in the form of longer fights, so please define "sluggish" in the context of your statement.
    Yeah I guess I didn’t really think properly about all the counters to buffet, that’s my bad. But I do have an issue with the way you talk about the community having a problem with fights, the community isn’t all at the same level and the community lol wasn’t different things, a lot of the higher players have just got used to fights being hard and I don’t think that should always be the case, seatin is a perfect example of that. I think a lot of the end game community have forgot that this is meant to me enjoyable, not just a grind for good rewards.
    Challenge is enjoyable. I don't want this game to be a cakewalk. I don't want every single quest to be like Act 3. There is no challenge in Parry-Combo-ing the opponent to oblivion. Act 1-3 is to build fundamental skills. Act 4 is when the content starts to challenge your knowledge of the game. Act 5 is when skill & knowledge are challenged. Act 6 is where roster, skill, and knowledge are challenged. As progression moves forward, the player is bound to be challenged by more things. If this is not the case, then Act 5 would be the same thing as Act 3, but just with defenders with more health. That's not the direction I want the game to go.

    I agree fights should be enjoyable. That being said, fights wouldn't be enjoyable to players if they could be completed in an instant with no challenge.
    I hear that, fair enough if you get enjoyment out of dumping units into revives and stuff. But to me the game just isn’t in a good position, to complete harder content you need to have good champs and to get a good chance at good champs, you gotta spend money or complete content which you can’t do without good champs, so to me just kinda sucks, wanna see something decent changed because this game makes more than enough money to make those changes.
    honestly all I can say is, Git Gud
    ‘Get good’ way to build up a player eh?
  • Options
    Agent_X_zzzAgent_X_zzz Posts: 4,494 ★★★★★

    I don’t think many people will agree with me, but I’m just voicing my opinion. Sole of the nodes in this game are just ridiculous. It says 7% but when your fighting
    nearly every 5 hits she’ll evade. I recently struggled on act 5 with a node called ‘buffet’ it sucked. Didn’t even enjoy playing it I just had to do it. Personally I feel like the nodes are killing this game, they’re making them way too hard and taking away the basic principle of this game which is character v character not character with a heap of nodes vs character. As I’ve said this is just an opinion I don’t think I’m right or wrong:)

    just wait til act 6 my friend, just wait.
  • Options
    Notsavage19Notsavage19 Posts: 2,817 ★★★★★


    This basic principle of this game is character v character. You're correct in that. However, the Battlerealm contains characters that have become more powerful through exposure to ISO-8. This makes them have more abilities, hence the nodes.
    Nodes are an integral part of this game. Taking away nodes leads to an increase in difficulty by just upping the health and attack of defenders, and from our experiences in Act 6, that's not really fun.

    "they’re making them way too hard"
    Those nodes aren't hard once you have mastered them. Difficulty is how we progress. If there's no difficulty, everyone would be at the same point, progression-wise. That's not smart game-design.

    I hear you, but for the basic players some of the nodes are just crazy, especially when you compare it to rewards, and that’s across the whole battle realm. I used a bad example, I should of highlighted buffet because I think that one was just designed very badly. I’m not against nodes, I’m against poorly designed nodes that just make the fight sluggish instead of a challenge.
    "Poorly designed nodes". For me, poorly designed nodes are nodes that require you to bring a specific counter. For example, Can't Stop Won't Stop.

    Buffet is not a poorly designed node because there are multiple ways around it. You can use a champion who doesn't rely on buffs. You could use any Heal Block champion. You could also use champions that reduce Ability Accuracy. There are a handful of options for nodes like Buffet or Masochism. Again, once you've practiced against it, you will slowly learn to master it.

    Furthermore, "basic players" won't encounter these "crazy" nodes until about Act 4 and onwards. If you have reached Act 4, you're much more knowledgable than a beginner player, and at that point, the difficulty has to go up.

    I would love to hear your suggestions for amping up the difficulty while not using "poorly designed nodes".

    "I’m against poorly designed nodes that just make the fight sluggish instead of a challenge."
    Define "sluggish". The MCOC community has a problem with some of its players. These players feel as though fights should not last more than a minute, and these fights should be over in less than 100 hits. These players want a challenge but aren't able to cope with challenge in the form of longer fights, so please define "sluggish" in the context of your statement.
    Yeah I guess I didn’t really think properly about all the counters to buffet, that’s my bad. But I do have an issue with the way you talk about the community having a problem with fights, the community isn’t all at the same level and the community lol wasn’t different things, a lot of the higher players have just got used to fights being hard and I don’t think that should always be the case, seatin is a perfect example of that. I think a lot of the end game community have forgot that this is meant to me enjoyable, not just a grind for good rewards.
    Challenge is enjoyable. I don't want this game to be a cakewalk. I don't want every single quest to be like Act 3. There is no challenge in Parry-Combo-ing the opponent to oblivion. Act 1-3 is to build fundamental skills. Act 4 is when the content starts to challenge your knowledge of the game. Act 5 is when skill & knowledge are challenged. Act 6 is where roster, skill, and knowledge are challenged. As progression moves forward, the player is bound to be challenged by more things. If this is not the case, then Act 5 would be the same thing as Act 3, but just with defenders with more health. That's not the direction I want the game to go.

    I agree fights should be enjoyable. That being said, fights wouldn't be enjoyable to players if they could be completed in an instant with no challenge.
    I hear that, fair enough if you get enjoyment out of dumping units into revives and stuff. But to me the game just isn’t in a good position, to complete harder content you need to have good champs and to get a good chance at good champs, you gotta spend money or complete content which you can’t do without good champs, so to me just kinda sucks, wanna see something decent changed because this game makes more than enough money to make those changes.
    honestly all I can say is, Git Gud
    ‘Get good’ way to build up a player eh?
    Well when even after people try to explain to you why Nodes like Buffet should stay you still argue and don't get the point, there really is no hope for the "player". No one insulted you from the beginning, but since you kept pushing your opinion, even though we told you why your opinion was wrong, we got tired of your "you gotta spend money" argument.

    No tea, no shade, though.
  • Options
    Speeds80Speeds80 Posts: 2,013 ★★★★
    Hey man the great thing About MCOC is all the video out there, just google MCOC buffet counters and you get a ton of advice
  • Options
    Speeds80 said:

    Hey man the great thing About MCOC is all the video out there, just google MCOC buffet counters and you get a ton of advice

    Cheers dude, stuff like this is appreciated!
  • Options


    This basic principle of this game is character v character. You're correct in that. However, the Battlerealm contains characters that have become more powerful through exposure to ISO-8. This makes them have more abilities, hence the nodes.
    Nodes are an integral part of this game. Taking away nodes leads to an increase in difficulty by just upping the health and attack of defenders, and from our experiences in Act 6, that's not really fun.

    "they’re making them way too hard"
    Those nodes aren't hard once you have mastered them. Difficulty is how we progress. If there's no difficulty, everyone would be at the same point, progression-wise. That's not smart game-design.

    I hear you, but for the basic players some of the nodes are just crazy, especially when you compare it to rewards, and that’s across the whole battle realm. I used a bad example, I should of highlighted buffet because I think that one was just designed very badly. I’m not against nodes, I’m against poorly designed nodes that just make the fight sluggish instead of a challenge.
    "Poorly designed nodes". For me, poorly designed nodes are nodes that require you to bring a specific counter. For example, Can't Stop Won't Stop.

    Buffet is not a poorly designed node because there are multiple ways around it. You can use a champion who doesn't rely on buffs. You could use any Heal Block champion. You could also use champions that reduce Ability Accuracy. There are a handful of options for nodes like Buffet or Masochism. Again, once you've practiced against it, you will slowly learn to master it.

    Furthermore, "basic players" won't encounter these "crazy" nodes until about Act 4 and onwards. If you have reached Act 4, you're much more knowledgable than a beginner player, and at that point, the difficulty has to go up.

    I would love to hear your suggestions for amping up the difficulty while not using "poorly designed nodes".

    "I’m against poorly designed nodes that just make the fight sluggish instead of a challenge."
    Define "sluggish". The MCOC community has a problem with some of its players. These players feel as though fights should not last more than a minute, and these fights should be over in less than 100 hits. These players want a challenge but aren't able to cope with challenge in the form of longer fights, so please define "sluggish" in the context of your statement.
    Yeah I guess I didn’t really think properly about all the counters to buffet, that’s my bad. But I do have an issue with the way you talk about the community having a problem with fights, the community isn’t all at the same level and the community lol wasn’t different things, a lot of the higher players have just got used to fights being hard and I don’t think that should always be the case, seatin is a perfect example of that. I think a lot of the end game community have forgot that this is meant to me enjoyable, not just a grind for good rewards.
    Challenge is enjoyable. I don't want this game to be a cakewalk. I don't want every single quest to be like Act 3. There is no challenge in Parry-Combo-ing the opponent to oblivion. Act 1-3 is to build fundamental skills. Act 4 is when the content starts to challenge your knowledge of the game. Act 5 is when skill & knowledge are challenged. Act 6 is where roster, skill, and knowledge are challenged. As progression moves forward, the player is bound to be challenged by more things. If this is not the case, then Act 5 would be the same thing as Act 3, but just with defenders with more health. That's not the direction I want the game to go.

    I agree fights should be enjoyable. That being said, fights wouldn't be enjoyable to players if they could be completed in an instant with no challenge.
    I hear that, fair enough if you get enjoyment out of dumping units into revives and stuff. But to me the game just isn’t in a good position, to complete harder content you need to have good champs and to get a good chance at good champs, you gotta spend money or complete content which you can’t do without good champs, so to me just kinda sucks, wanna see something decent changed because this game makes more than enough money to make those changes.
    honestly all I can say is, Git Gud
    ‘Get good’ way to build up a player eh?
    Well when even after people try to explain to you why Nodes like Buffet should stay you still argue and don't get the point, there really is no hope for the "player". No one insulted you from the beginning, but since you kept pushing your opinion, even though we told you why your opinion was wrong, we got tired of your "you gotta spend money" argument.

    No tea, no shade, though.
    Yeah as you’ll see a member of the community had a perfect response, you didn’t insult me directly you just did it indirectly, you also failed to see I was quite clearly struggling and just needed guidance instead of having other people’s opinions combat mine. I also have no clue who you’re referring to when you say ‘we’ as you were one of the only people who replied to me heavily trying to tell me I was wrong, I also only used the ‘gotta spend money argument my twice, I also retracted what I said buffet saying I quite clearly didn’t think hard enough. But anyway, you quite clearly don’t agree with me so there’s no need to continue the conversation, is there? :)
  • Options
    Deadlygamer98Deadlygamer98 Posts: 743 ★★★

    H_I_Z said:

    bro, if you think 5.2.3 is bad, wait until you get to masochism, and use AEgon, he has Defensive AAR when ramped up

    Trust me, it's feels impossible to get aegon's combo that high outside or RoL, LoL or AOL
    What if they’re awakened you burnt potato
  • Options
    EdeuinkEdeuink Posts: 1,263 ★★★★


    This basic principle of this game is character v character. You're correct in that. However, the Battlerealm contains characters that have become more powerful through exposure to ISO-8. This makes them have more abilities, hence the nodes.
    Nodes are an integral part of this game. Taking away nodes leads to an increase in difficulty by just upping the health and attack of defenders, and from our experiences in Act 6, that's not really fun.

    "they’re making them way too hard"
    Those nodes aren't hard once you have mastered them. Difficulty is how we progress. If there's no difficulty, everyone would be at the same point, progression-wise. That's not smart game-design.

    I hear you, but for the basic players some of the nodes are just crazy, especially when you compare it to rewards, and that’s across the whole battle realm. I used a bad example, I should of highlighted buffet because I think that one was just designed very badly. I’m not against nodes, I’m against poorly designed nodes that just make the fight sluggish instead of a challenge.
    "Poorly designed nodes". For me, poorly designed nodes are nodes that require you to bring a specific counter. For example, Can't Stop Won't Stop.

    Buffet is not a poorly designed node because there are multiple ways around it. You can use a champion who doesn't rely on buffs. You could use any Heal Block champion. You could also use champions that reduce Ability Accuracy. There are a handful of options for nodes like Buffet or Masochism. Again, once you've practiced against it, you will slowly learn to master it.

    Furthermore, "basic players" won't encounter these "crazy" nodes until about Act 4 and onwards. If you have reached Act 4, you're much more knowledgable than a beginner player, and at that point, the difficulty has to go up.

    I would love to hear your suggestions for amping up the difficulty while not using "poorly designed nodes".

    "I’m against poorly designed nodes that just make the fight sluggish instead of a challenge."
    Define "sluggish". The MCOC community has a problem with some of its players. These players feel as though fights should not last more than a minute, and these fights should be over in less than 100 hits. These players want a challenge but aren't able to cope with challenge in the form of longer fights, so please define "sluggish" in the context of your statement.
    Yeah I guess I didn’t really think properly about all the counters to buffet, that’s my bad. But I do have an issue with the way you talk about the community having a problem with fights, the community isn’t all at the same level and the community lol wasn’t different things, a lot of the higher players have just got used to fights being hard and I don’t think that should always be the case, seatin is a perfect example of that. I think a lot of the end game community have forgot that this is meant to me enjoyable, not just a grind for good rewards.
    Challenge is enjoyable. I don't want this game to be a cakewalk. I don't want every single quest to be like Act 3. There is no challenge in Parry-Combo-ing the opponent to oblivion. Act 1-3 is to build fundamental skills. Act 4 is when the content starts to challenge your knowledge of the game. Act 5 is when skill & knowledge are challenged. Act 6 is where roster, skill, and knowledge are challenged. As progression moves forward, the player is bound to be challenged by more things. If this is not the case, then Act 5 would be the same thing as Act 3, but just with defenders with more health. That's not the direction I want the game to go.

    I agree fights should be enjoyable. That being said, fights wouldn't be enjoyable to players if they could be completed in an instant with no challenge.
    I hear that, fair enough if you get enjoyment out of dumping units into revives and stuff. But to me the game just isn’t in a good position, to complete harder content you need to have good champs and to get a good chance at good champs, you gotta spend money or complete content which you can’t do without good champs, so to me just kinda sucks, wanna see something decent changed because this game makes more than enough money to make those changes.
    honestly all I can say is, Git Gud
    ‘Get good’ way to build up a player eh?
    Well when even after people try to explain to you why Nodes like Buffet should stay you still argue and don't get the point, there really is no hope for the "player". No one insulted you from the beginning, but since you kept pushing your opinion, even though we told you why your opinion was wrong, we got tired of your "you gotta spend money" argument.

    No tea, no shade, though.
    Yeah as you’ll see a member of the community had a perfect response, you didn’t insult me directly you just did it indirectly, you also failed to see I was quite clearly struggling and just needed guidance instead of having other people’s opinions combat mine. I also have no clue who you’re referring to when you say ‘we’ as you were one of the only people who replied to me heavily trying to tell me I was wrong, I also only used the ‘gotta spend money argument my twice, I also retracted what I said buffet saying I quite clearly didn’t think hard enough. But anyway, you quite clearly don’t agree with me so there’s no need to continue the conversation, is there? :)
    I’m sorry dude, but welcome to the forums. There are right and wrong ways to ask for help here. Take, for example, the aegis heavy node. Perhaps I struggle with it and need help, so I make a post. I could title it...
    1. Defender is permanently indestructible! Kabam needs to fix this game!
    Or 2. Help with aegis heavy node.
    Clearly, title #1 is quite stupid and ignorant. In general, people on the forums will react badly and be sarcastic when they see a post like #1. In #2, if you describe what you’re having trouble with and post a pic of your roster, you’re more likely to get good advice from people on the forums.
    For your thread, you could’ve said, “I’m struggling with mesmerize/buffet,” instead of, “Nodes are killing this game.”
  • Options
    Dr_Z01dbergDr_Z01dberg Posts: 512 ★★★

    Also your about to run up against machonism and bane which are also very discouraging when you first encounter them so be prepared!

    Thanks for the heads up! Any good counters off the top of your head for those nodes?
    No probs mate. Machonism your looking at heal block champs as the best counter. It works like buffet but instead of triggering when you get a buff it triggers when the defender gets a Debuff. This means that if you rely on parry a lot your parry won’t stun then and will trigger the healing so you need to work in some skill and intercepts.

    There are no specific bane counters (maybe champs with long sp1) as it is a skill based node and means you need to time your combo ending move to hit just after the timer expires on them so the degen transfers back.

    YouTube is your friend when playing against there node first time as it will give you some tips.

    Also start to plan your rank ups based on the utility your missing from your roster. Heal block, bleed/poison immune, unstoppable counter (champ who can slow or capIW) nullify champ, evade counter (true strike etc), armour break, ability reduction, bleed heavy champ, burst damage champ etc so that you have options going forward
  • Options
    Dr_Z01dbergDr_Z01dberg Posts: 512 ★★★

    Mathgeek said:

    Red guardian counters buffet

    What mechanic of his makes him counter it? Or I’d it unique to red guardian, only because I don’t have him.
    Red guardian can’t gain any buffs so he is easily the best counter for Buffet
  • Options

    I don’t think many people will agree with me, but I’m just voicing my opinion. Sole of the nodes in this game are just ridiculous. It says 7% but when your fighting
    nearly every 5 hits she’ll evade. I recently struggled on act 5 with a node called ‘buffet’ it sucked. Didn’t even enjoy playing it I just had to do it. Personally I feel like the nodes are killing this game, they’re making them way too hard and taking away the basic principle of this game which is character v character not character with a heap of nodes vs character. As I’ve said this is just an opinion I don’t think I’m right or wrong:)

    just wait til act 6 my friend, just wait.
    Edeuink said:


    This basic principle of this game is character v character. You're correct in that. However, the Battlerealm contains characters that have become more powerful through exposure to ISO-8. This makes them have more abilities, hence the nodes.
    Nodes are an integral part of this game. Taking away nodes leads to an increase in difficulty by just upping the health and attack of defenders, and from our experiences in Act 6, that's not really fun.

    "they’re making them way too hard"
    Those nodes aren't hard once you have mastered them. Difficulty is how we progress. If there's no difficulty, everyone would be at the same point, progression-wise. That's not smart game-design.

    I hear you, but for the basic players some of the nodes are just crazy, especially when you compare it to rewards, and that’s across the whole battle realm. I used a bad example, I should of highlighted buffet because I think that one was just designed very badly. I’m not against nodes, I’m against poorly designed nodes that just make the fight sluggish instead of a challenge.
    "Poorly designed nodes". For me, poorly designed nodes are nodes that require you to bring a specific counter. For example, Can't Stop Won't Stop.

    Buffet is not a poorly designed node because there are multiple ways around it. You can use a champion who doesn't rely on buffs. You could use any Heal Block champion. You could also use champions that reduce Ability Accuracy. There are a handful of options for nodes like Buffet or Masochism. Again, once you've practiced against it, you will slowly learn to master it.

    Furthermore, "basic players" won't encounter these "crazy" nodes until about Act 4 and onwards. If you have reached Act 4, you're much more knowledgable than a beginner player, and at that point, the difficulty has to go up.

    I would love to hear your suggestions for amping up the difficulty while not using "poorly designed nodes".

    "I’m against poorly designed nodes that just make the fight sluggish instead of a challenge."
    Define "sluggish". The MCOC community has a problem with some of its players. These players feel as though fights should not last more than a minute, and these fights should be over in less than 100 hits. These players want a challenge but aren't able to cope with challenge in the form of longer fights, so please define "sluggish" in the context of your statement.
    Yeah I guess I didn’t really think properly about all the counters to buffet, that’s my bad. But I do have an issue with the way you talk about the community having a problem with fights, the community isn’t all at the same level and the community lol wasn’t different things, a lot of the higher players have just got used to fights being hard and I don’t think that should always be the case, seatin is a perfect example of that. I think a lot of the end game community have forgot that this is meant to me enjoyable, not just a grind for good rewards.
    Challenge is enjoyable. I don't want this game to be a cakewalk. I don't want every single quest to be like Act 3. There is no challenge in Parry-Combo-ing the opponent to oblivion. Act 1-3 is to build fundamental skills. Act 4 is when the content starts to challenge your knowledge of the game. Act 5 is when skill & knowledge are challenged. Act 6 is where roster, skill, and knowledge are challenged. As progression moves forward, the player is bound to be challenged by more things. If this is not the case, then Act 5 would be the same thing as Act 3, but just with defenders with more health. That's not the direction I want the game to go.

    I agree fights should be enjoyable. That being said, fights wouldn't be enjoyable to players if they could be completed in an instant with no challenge.
    I hear that, fair enough if you get enjoyment out of dumping units into revives and stuff. But to me the game just isn’t in a good position, to complete harder content you need to have good champs and to get a good chance at good champs, you gotta spend money or complete content which you can’t do without good champs, so to me just kinda sucks, wanna see something decent changed because this game makes more than enough money to make those changes.
    honestly all I can say is, Git Gud
    ‘Get good’ way to build up a player eh?
    Well when even after people try to explain to you why Nodes like Buffet should stay you still argue and don't get the point, there really is no hope for the "player". No one insulted you from the beginning, but since you kept pushing your opinion, even though we told you why your opinion was wrong, we got tired of your "you gotta spend money" argument.

    No tea, no shade, though.
    Yeah as you’ll see a member of the community had a perfect response, you didn’t insult me directly you just did it indirectly, you also failed to see I was quite clearly struggling and just needed guidance instead of having other people’s opinions combat mine. I also have no clue who you’re referring to when you say ‘we’ as you were one of the only people who replied to me heavily trying to tell me I was wrong, I also only used the ‘gotta spend money argument my twice, I also retracted what I said buffet saying I quite clearly didn’t think hard enough. But anyway, you quite clearly don’t agree with me so there’s no need to continue the conversation, is there? :)
    I’m sorry dude, but welcome to the forums. There are right and wrong ways to ask for help here. Take, for example, the aegis heavy node. Perhaps I struggle with it and need help, so I make a post. I could title it...
    1. Defender is permanently indestructible! Kabam needs to fix this game!
    Or 2. Help with aegis heavy node.
    Clearly, title #1 is quite stupid and ignorant. In general, people on the forums will react badly and be sarcastic when they see a post like #1. In #2, if you describe what you’re having trouble with and post a pic of your roster, you’re more likely to get good advice from people on the forums.
    For your thread, you could’ve said, “I’m struggling with mesmerize/buffet,” instead of, “Nodes are killing this game.”
    You’ve quoted me wrong buddy, I never said they were actually killing the game, I said personally were. I wasn’t directly asking for help otherwise I simply would have, I came on here to vent my anger and see if anyone would agree with me, they clearly don’t so obviously it’s a personal thing I have with nodes that I need to get better on.
  • Options
    Ya_Boi_28 said:

    H_I_Z said:

    bro, if you think 5.2.3 is bad, wait until you get to masochism, and use AEgon, he has Defensive AAR when ramped up

    Trust me, it's feels impossible to get aegon's combo that high outside or RoL, LoL or AOL
    Act 6.
    Act 5 actually. It isn't hard.
    Once awakened yes
  • Options
    Big_TBig_T Posts: 2
    Dude - I hate nodes too :) And I agree with you 100. But people here and in global be salty. It’s annoying. When one asks for help or - god forbid - expresses frustration, they’re treated like trash. The seasoned vets forget they were once new recruits too. A kind word or offering advice is slim to none. It’s why I turned my global off and stopped asking questions. YouTube vids are where it’s at. Good luck dude!
Sign In or Register to comment.