It really isn’t that bad if you can heavy intercept to build up power @Cj67 it just takes practice... as it should
Dawg these nodes are very counter intuitive. There is no “if you just” you can’t have special delivery and hurt locker on the same node with a stun counter champ on top of that. Of course I can just revive sorcerer supreme and just go nuts. But that’s bs to go through that. On top of that he power gains with spite. Like there’s literally nothing you can say that will make these linked nodes with this fight acceptable.
People like you are why hard and challenging content is forever gone in this game for the future.
Sir I’ve done all content. I just recently did the champions fight and I much rather have preAnerf champion. But counter intuitive nodes aren’t challenging it’s unfair. Learn the difference
How are they counter-intuitive?
They want you to throw specials to not degen but you can’t throw the same special or you’ll degen. That’s very counter intuitive. That’s like having a do you bleed Emma frost that armor break immune. Counter intuitive doesn’t mean it’s impossible to get around or deal with it. Counter intuitive means you shouldn’t have two things that go against each other like that in any game.
Counterintuitive: contrary to what one would intuitively expect.
You would be able to expect that the fight would allow you to get around Hurt Locker.
You would also be able to expect that the fight would allow you to get around Special Delivery.
Therefore, pairing the nodes together is not counterintuitive because they don't go against the intuition that such nodes can be worked around because, in reality, they can be worked around and therefore align perfectly with what you could expect.
Something like a Do You Bleed Korg would be counterintuitive because you would expect the defender to be able to be Bled from the node description, but in actuality, the defender cannot. Therefore this scenario is counterintuitive since it is contrary to what one would intuitively expect from a node like Do You Bleed.
Now if there was the node Plagued Mind, the node combination of Hurt Locker, Special Delivery, and Plagued Mind would be counterintuitive because the outcome would be contrary to what one would intuitively expect since you wouldn't be able to gain power fast enough to throw an SP2 without running out of hits.
So in summary, you're wrong. The node combination is not counterintuitive because it doesn't go against one's intuition of the outcome.
I didn’t enjoy 6.2.5 at all. I just found the global node and gated paths really annoying. Apart from a handful of people on here, I don’t know anyone that enjoyed it. I can’t claim this analogy as my own but exploring 6.2.5 was like spending a day walking around in shoes two sizes too small to experience the relief of taking them off.
I didn’t enjoy 6.2.5 at all. I just found the global node and gated paths really annoying. Apart from a handful of people on here, I don’t know anyone that enjoyed it. I can’t claim this analogy as my own but exploring 6.2.5 was like spending a day walking around in shoes two sizes too small to experience the relief of taking them off.
I agree the gated paths don't offer anything that regular class gates can't do but just add annoyance. However, I thought the global node was kind of fun and tested skill. The quest as a whole was still a sh*show, though, mostly because of the gates.
Remember when they promised to adjust all the attack values in 6.1 and 6.2, then they welched three months later without any meaningful explanation besides “we decided we didn’t need to, even though we just told you we did need to?” Right.
I didn’t enjoy 6.2.5 at all. I just found the global node and gated paths really annoying. Apart from a handful of people on here, I don’t know anyone that enjoyed it. I can’t claim this analogy as my own but exploring 6.2.5 was like spending a day walking around in shoes two sizes too small to experience the relief of taking them off.
I agree the gated paths don't offer anything that regular class gates can't do but just add annoyance. However, I thought the global node was kind of fun and tested skill. The quest as a whole was still a sh*show, though, mostly because of the gates.
Agreed if they dropped the gates 625 would be fine as it is I mean it’s fine as it is now but the gates are an annoyance I see no reason to continue to dumb down content
I think the real question here is what the hell is that team? Sure, it's easily the worst quest in the game but you've really created a rod for your own back with your team selection.
I have to agree here. The defender has spite, 3 9f the 5 champs selected for attack are buff heavy.
You know Kabam put a cosmic path for this quest right? 4 buff heavy chamos needed to fight a spite boss
Gasp 4 champs for a path and a boss counter? The horrors I see no issue there honestly...
I think the real question here is what the hell is that team? Sure, it's easily the worst quest in the game but you've really created a rod for your own back with your team selection.
I have to agree here. The defender has spite, 3 9f the 5 champs selected for attack are buff heavy.
You know Kabam put a cosmic path for this quest right? 4 buff heavy chamos needed to fight a spite boss
Remember when they promised to adjust all the attack values in 6.1 and 6.2, then they welched three months later without any meaningful explanation besides “we decided we didn’t need to, even though we just told you we did need to?” Right.
Remember when the playerbase didn't just constantly cry and complain about every single aspect of the game?
Remember when they promised to adjust all the attack values in 6.1 and 6.2, then they welched three months later without any meaningful explanation besides “we decided we didn’t need to, even though we just told you we did need to?” Right.
Remember when the playerbase didn't just constantly cry and complain about every single aspect of the game?
Remember when they promised to adjust all the attack values in 6.1 and 6.2, then they welched three months later without any meaningful explanation besides “we decided we didn’t need to, even though we just told you we did need to?” Right.
Remember when the playerbase didn't just constantly cry and complain about every single aspect of the game?
I would very much like to come to this alternate timeline you are talking about.
Remember when they promised to adjust all the attack values in 6.1 and 6.2, then they welched three months later without any meaningful explanation besides “we decided we didn’t need to, even though we just told you we did need to?” Right.
Remember when the playerbase didn't just constantly cry and complain about every single aspect of the game?
No. Lol. For real though, the adjustments to Act 6 and the first iteration of Act 7 were necessary. It's been outlined a number of times why the direction things were going was detrimental. Having said that, I agree with leaving it alone as it is. In the case of the Attack Values of 6.1 and 6.2, it wasn't needed to change them. Something that was explained and ignored by the person who keeps posting about it over and over. The Roadmap was a tentative plan given well in advance of execution. Not a legally-binding contract. If they realized it wasn't needed, that's not unreasonable. I'm all for changes when they're necessary. Not really for the sake of it.
Remember when they promised to adjust all the attack values in 6.1 and 6.2, then they welched three months later without any meaningful explanation besides “we decided we didn’t need to, even though we just told you we did need to?” Right.
Remember when the playerbase didn't just constantly cry and complain about every single aspect of the game?
No. Lol. For real though, the adjustments to Act 6 and the first iteration of Act 7 were necessary. It's been outlined a number of times why the direction things were going was detrimental. Having said that, I agree with leaving it alone as it is. In the case of the Attack Values of 6.1 and 6.2, it wasn't needed to change them. Something that was explained and ignored by the person who keeps posting about it over and over. The Roadmap was a tentative plan given well in advance of execution. Not a legally-binding contract. If they realized it wasn't needed, that's not unreasonable. I'm all for changes when they're necessary. Not really for the sake of it.
You've complained your share too. The only person I haven't seen complain is wnp
It was a joke. Everyone complains about something sometime.
Remember when they promised to adjust all the attack values in 6.1 and 6.2, then they welched three months later without any meaningful explanation besides “we decided we didn’t need to, even though we just told you we did need to?” Right.
Remember when the playerbase didn't just constantly cry and complain about every single aspect of the game?
You mean day 1 of release?
Day 2 wasn’t that bad it was all downhill from there tho
Honestly, I spent almost an Odin to 100% explore this map.....sometimes it’s really not feasible to intercept or heavy attack the opponents (particular in some gated routes which make ghost almost impossible to be brought with.....) Then the global node almost guarantee you die with at least one charge.....
And even when you reach the Mordo boss with a champ in full bar of HP, you have to revive all the dead champs (who may not be useful in Mordo fight) in the team to avoid starting fight with ability reduction.
Just get rid of Strength in Numbers, that node doesn't exist as a challenge, it exists as a seldom paywall if you somehow don't get one of your champs ko-ed on one of the paths.
Just get rid of Strength in Numbers, that node doesn't exist as a challenge, it exists as a seldom paywall if you somehow don't get one of your champs ko-ed on one of the paths.
The rest I can live with imo
I don’t like the idea of strength in numbers at all. Maybe if you arrived at the boss full strength you’d get a boost or something to offset it it’d feel a little bit less cheeky.
I did my exploration of Mordo post nerf and as long as your entire team is annihilated it’s not actually an instant L going in without a full strength team. It’s a bit like fighting Domino - annoying but you can work around it.
In the OP’s case he’s up the creek without a paddle because he’s gone in without a counter to Mordo and has just picked his top 5 PI champs.
— MVPs for that Mordo - Void - you don’t even need to hit Mordo for this and you can play around hurt locker with 15 hits easily enough. Doom, Blade (W/GR ideally), HT, Quake. Wasp is also good, Ghost with Hood is also very good and can also play around Hurt locker very easily.
Just get rid of Strength in Numbers, that node doesn't exist as a challenge, it exists as a seldom paywall if you somehow don't get one of your champs ko-ed on one of the paths.
The rest I can live with imo
I don’t like the idea of strength in numbers at all. Maybe if you arrived at the boss full strength you’d get a boost or something to offset it it’d feel a little bit less cheeky.
I did my exploration of Mordo post nerf and as long as your entire team is annihilated it’s not actually an instant L going in without a full strength team. It’s a bit like fighting Domino - annoying but you can work around it.
In the OP’s case he’s up the creek without a paddle because he’s gone in without a counter to Mordo and has just picked his top 5 PI champs.
— MVPs for that Mordo - Void - you don’t even need to hit Mordo for this and you can play around hurt locker with 15 hits easily enough. Doom, Blade (W/GR ideally), HT, Quake. Wasp is also good, Ghost with Hood is also very good and can also play around Hurt locker very easily.
Blade won't need GR for Mordo since he's a dimensional being. Sparky would be better to increase the attack value for danger sense.
Comments
You would be able to expect that the fight would allow you to get around Hurt Locker.
You would also be able to expect that the fight would allow you to get around Special Delivery.
Therefore, pairing the nodes together is not counterintuitive because they don't go against the intuition that such nodes can be worked around because, in reality, they can be worked around and therefore align perfectly with what you could expect.
Something like a Do You Bleed Korg would be counterintuitive because you would expect the defender to be able to be Bled from the node description, but in actuality, the defender cannot. Therefore this scenario is counterintuitive since it is contrary to what one would intuitively expect from a node like Do You Bleed.
Now if there was the node Plagued Mind, the node combination of Hurt Locker, Special Delivery, and Plagued Mind would be counterintuitive because the outcome would be contrary to what one would intuitively expect since you wouldn't be able to gain power fast enough to throw an SP2 without running out of hits.
So in summary, you're wrong. The node combination is not counterintuitive because it doesn't go against one's intuition of the outcome.
Apart from a handful of people on here, I don’t know anyone that enjoyed it.
I can’t claim this analogy as my own but exploring 6.2.5 was like spending a day walking around in shoes two sizes too small to experience the relief of taking them off.
I mean it’s fine as it is now but the gates are an annoyance I see no reason to continue to dumb down content
https://www.youtube.com/watch?v=S6Zvlnmjji0
How does one achieve this?
For real though, the adjustments to Act 6 and the first iteration of Act 7 were necessary. It's been outlined a number of times why the direction things were going was detrimental. Having said that, I agree with leaving it alone as it is. In the case of the Attack Values of 6.1 and 6.2, it wasn't needed to change them. Something that was explained and ignored by the person who keeps posting about it over and over. The Roadmap was a tentative plan given well in advance of execution. Not a legally-binding contract. If they realized it wasn't needed, that's not unreasonable. I'm all for changes when they're necessary. Not really for the sake of it.
The whole thing is just tedious work.
And even when you reach the Mordo boss with a champ in full bar of HP, you have to revive all the dead champs (who may not be useful in Mordo fight) in the team to avoid starting fight with ability reduction.
What the revives-burning nodes....T^T
The rest I can live with imo
I did my exploration of Mordo post nerf and as long as your entire team is annihilated it’s not actually an instant L going in without a full strength team. It’s a bit like fighting Domino - annoying but you can work around it.
In the OP’s case he’s up the creek without a paddle because he’s gone in without a counter to Mordo and has just picked his top 5 PI champs.
—
MVPs for that Mordo - Void - you don’t even need to hit Mordo for this and you can play around hurt locker with 15 hits easily enough. Doom, Blade (W/GR ideally), HT, Quake. Wasp is also good, Ghost with Hood is also very good and can also play around Hurt locker very easily.