Strength in Numbers is exactly the type of punitive node that people have expressed deep dissatisfaction with. It should be removed from the entire game, not just the Mordo fight.
They made some adjustments, but they were pretty clear upfront that it was still intended to be hard content.
I think they didn't rightfully nerf the content in it's entirety because they still need ways of generating revenue
It's not about revenue, really. It's about making some adjustments to make it more doable, but still not so easy that it varies completely from what it is. That would require a full redesign, not to mention the difference between what people already completed. Act 7 has definitely taken a better turn and I was impressed with it compared to what I saw shared from the first Beta, not being in the first. The information is out there, though. Act 6 still has a progression to consider within itself. It's meant to be more challenging as it goes on, but the largest points have been addressed. It's still going to be hard. It's the end of the Book.
I don't want to continue pushing in story lol. I don't know about what it is now, so I can't say anything about that, but from what I've seen, somw stuff is harder. for the stuff I've done or know a lot about for planning my own run through, they look meh. xbones change was just whatever. I think there are more posion immunes, but I'd argue the bleed immunes were overall better. the emp mod I thought wasnt terrible because you could try to limit dexes, but they took that off and left caustic temper. so they took away a node that could still have a tiny skill aspect to it and left the boring rng gate. and I haven't done it yet, but the mordo quest is still a joke.
The only change to 6.1 was changing the Biohazard Node on the Crossbones Boss into a 60 Second Poison Node, which makes Tons of counters like Omega Red, Colossus, and Domino now unusable or extremely less effective... The Poison on Bio Hazard was avoidable by simply not hitting into the Block so not many of the Current Counters focused on Bleed Immune over Poison Immune, but now half the counters will need to be completely flipped... That's an annoying as hell change...
The only change to 6.1 was changing the Biohazard Node on the Crossbones Boss into a 60 Second Poison Node, which makes Tons of counters like Omega Red, Colossus, and Domino now unusable or extremely less effective... The Poison on Bio Hazard was avoidable by simply not hitting into the Block so not many of the Current Counters focused on Bleed Immune over Poison Immune, but now half the counters will need to be completely flipped... That's an annoying as hell change...
The only change to 6.1 was changing the Biohazard Node on the Crossbones Boss into a 60 Second Poison Node, which makes Tons of counters like Omega Red, Colossus, and Domino now unusable or extremely less effective... The Poison on Bio Hazard was avoidable by simply not hitting into the Block so not many of the Current Counters focused on Bleed Immune over Poison Immune, but now half the counters will need to be completely flipped... That's an annoying as hell change...
There are a number of Poison Immune Champs.
Did I say there wasn't? I'm saying it completely changes the Usable Counters and makes some of the originals unusable, it would've made more sense to change the Biohazard to the 60 Second Bleed Node or just remove it entirely.
The only change to 6.1 was changing the Biohazard Node on the Crossbones Boss into a 60 Second Poison Node, which makes Tons of counters like Omega Red, Colossus, and Domino now unusable or extremely less effective... The Poison on Bio Hazard was avoidable by simply not hitting into the Block so not many of the Current Counters focused on Bleed Immune over Poison Immune, but now half the counters will need to be completely flipped... That's an annoying as hell change...
I'm not missing the point at all. Besides, Warlock is the best option for that Fight, and he's Immune to both. He's not the only option, and there are others.
I used Corvus for Biohazard xbones. Now I have to come up with a new plan for exploration. A lot of these things that were changed are worse or not changed enough.
I'm not missing the point at all. Besides, Warlock is the best option for that Fight, and he's Immune to both. He's not the only option, and there are others.
that's true. I think there are actually more posion immunes than bleed immunes. however, many of the bleed immune champs used for him were extremely effective for him, and there are much fewer posion immunes that are like rhat
I'm not missing the point at all. Besides, Warlock is the best option for that Fight, and he's Immune to both. He's not the only option, and there are others.
How do you view that the typical response to that fight is around the caustic temp but they adjust the emp instead?
Imo, I used ghulk with heimdell my first pass of mr sinister when that chapter came out. Removing the emp actually weakens ghulk in that fight. Where as adjusting the caustic temp would have allowed more options. Although removing it completely makes the fight far too easy.
What I’m really getting at is that on paper, it could have been done better.
I'm not missing the point at all. Besides, Warlock is the best option for that Fight, and he's Immune to both. He's not the only option, and there are others.
How do you view that the typical response to that fight is around the caustic temp but they adjust the emp instead?
Imo, I used ghulk with heimdell my first pass of mr sinister when that chapter came out. Removing the emp actually weakens ghulk in that fight. Where as adjusting the caustic temp would have allowed more options. Although removing it completely makes the fight far too easy.
What I’m really getting at is that on paper, it could have been done better.
That depends if the goal was to make it somewhat more accessible, or a lot. I'd wager it was to make it somewhat more open, as opposed to too open.
6.2.5 is still going to be horrible for anyone looking to explore act 6. The strength in numbers node still reduces ability accuracy so you'll be reviving dead teammates regardless. Gated paths didn't get touched at all.
The nerfs for act 6 generally make completion much easier but exploration is still going to have many pain points
The only change to 6.1 was changing the Biohazard Node on the Crossbones Boss into a 60 Second Poison Node, which makes Tons of counters like Omega Red, Colossus, and Domino now unusable or extremely less effective... The Poison on Bio Hazard was avoidable by simply not hitting into the Block so not many of the Current Counters focused on Bleed Immune over Poison Immune, but now half the counters will need to be completely flipped... That's an annoying as hell change...
Also, why did anyone complain about unlimited power in 6.3.6 and why is aggression:fury a better option?
They didn’t. Any criticism of that fight from what I saw in the focus group and on here was either the ‘crit me with your best shot’ or ‘surging vengeance’
Also, why did anyone complain about unlimited power in 6.3.6 and why is aggression:fury a better option?
Yeah literally no one in the focus group said anything about Unlimited Power. Like Rocky said, the only criticism I remember seeing was about Crit Me and Surging Vengeance, but I don't even recall asking that CapIW be changed at all.
Also, why did anyone complain about unlimited power in 6.3.6 and why is aggression:fury a better option?
Yeah literally no one in the focus group said anything about Unlimited Power. Like Rocky said, the only criticism I remember seeing was about Crit Me and Surging Vengeance, but I don't even recall asking that CapIW be changed at all.
I know I certainly mentioned it. I don’t like Surging vengeance plus glancing, makes controlling his power too unreliable
Crit me with your best shot plus destructive feedback is just boring and time consuming
I'm not missing the point at all. Besides, Warlock is the best option for that Fight, and he's Immune to both. He's not the only option, and there are others.
Sure, everybody suddenly has a 5* or 6* Warlock.
Wrong person to ask on that one.
Overall though, that wasn't my point. There are a number of other options. It's not a deal breaker if that involves considering other ones that aren't on the God Tier List.
Comments
It still needs smaller health pulls
That's an annoying as hell change...
Imo, I used ghulk with heimdell my first pass of mr sinister when that chapter came out. Removing the emp actually weakens ghulk in that fight. Where as adjusting the caustic temp would have allowed more options. Although removing it completely makes the fight far too easy.
What I’m really getting at is that on paper, it could have been done better.
The strength in numbers node still reduces ability accuracy so you'll be reviving dead teammates regardless. Gated paths didn't get touched at all.
The nerfs for act 6 generally make completion much easier but exploration is still going to have many pain points
Crit me with your best shot plus destructive feedback is just boring and time consuming
Overall though, that wasn't my point. There are a number of other options. It's not a deal breaker if that involves considering other ones that aren't on the God Tier List.