**WINTER OF WOE - BONUS OBJECTIVE POINT**
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
There is currently an issue where some Alliances are are unable to find a match in Alliance Wars, or are receiving Byes without getting the benefits of the Win. We will be adjusting the Season Points of the Alliances that are affected within the coming weeks, and will be working to compensate them for their missed Per War rewards as well.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
Comments
it's not a bug not getting gold after each fight since this is not like normal quests, it's kind of a beta so no need for gold or xp.
Guilly will only heal block mephisto, he can't take damage while he is in regen mode so spectre won't work to reverse heal but will block it.
You will need a bleed immune for morning star too so vision will good for her as well as blade. Your team sounds decent, you could use quake if you have her cos her concussion effects mephisto
Yes
Almost thought grounded finally showed his account(no offense), but goodluck WOK. Let's see if you can beat the expectations.
@ForumGuy LMAO! Thanks, although Im not actually doing these "test runs" expecting to complete it. Doing them soley for the purpose of experiment to get firsthand knowledge of any fundamental differences I can noticeably find between my current 4&5*'s and these 6*'s. Reason for the unduped 3/30 Elektra w/powergain team I posted about earlier and this hp team with a bunch of 3*'s and AV. Going to run a few more others like a critrate and critdmg team and block team, possibly a Stun team also.
Am assuming your blocking a lot of hits to take that much damage, your would be better off using an attack or mutant crit team to end the fight quicker. Crossbones is easy just bait the l1 which should give you plenty of opening for attack without the need to block, this will work for most champs, GG is more difficult cos of his multiple hit l1 so some block damage is bound to happen.
6* champs, with high block damage, force you to rely on intercepting instead of parrying. Those of us getting through with little to no issues are most likely intercepting much more than those who are having trouble.
Now is the time to give us item. Poision dmg, poision immune, bleed dmg, bleed immune, incenerate dmg, incenerate immune, regen, ect..
This would level out the game and allow for us the player to create champs for content. Also levels for our champs. If i play with sw, she gets exp which allows for stats to be altered for offense or defense depending on the players use.
This would provide depth and not cheapness.
Generally found the challenge pretty easy. I did not notice too much decrease in effectiveness of my r4 5* against the 6*. It was evident with my 4* r5 Ultron. That said, it was obvious the AI difficultly was tuned wayyyyyy down such that a 150-0 fight was pretty easy. So, not getting hit along with no Adrenalin made the quest quite easy. As a first opportunity, I think this was a good test. I would recommend continuing these types of events (even without rewards if necessary) where the AI is tuned up a bit and where Adrenaline is turned on (maybe incrementally). Overall a good first glance at 6*.
Nobody wants them
LMAO...exactly.
Not only all of that, but how about the fact that 6* champs are being released when NOBODY in the game has a maxed out 5* champ.
And do you think they care what we think?
They wont change it nor will care what we have to say.
Why 6 stars if we can even dupe a decent 5 star?
Using Vision (OG not AoU) The the regen was insane and processed so quickly that even though Vision practically started off with an Sp1 ready to fire you couldn't use it fast enough to really be effective to get the heal block in time. CW's heal block also was not effective because of how much and how fast the regen would kick in.
Aurora of Incinerate would seemingly never stop some fights, it triggered back to back so often that you had no counter without iceman. All in all I'm going to probably run it a few more times for the practice.
It really doesn't matter what consistent would be and Kabam has already said that. It's the way it is, no point in griping that it doesn't fall in line with previous rarities.
I'm not sure I'm understanding this correctly, but ever since 12.0 block damage has always been proportionately high: the 6* champions aren't generating particularly higher block damage than their attack levels would imply. In other words, a 4* or 5* champion buffed to similar levels of attack would deal only slightly less blocked damage.
But also, actual Parry damage is much lower. You can Parry the boss rush champions just fine. You just have to not miss too many parries. I managed to solo a 4/40 Ghost Rider all the way up to Morningstar and then a mistake got me killed about a quarter of the way into that fight. Well played 4/40 GR can keep up with the Parry damage and maybe one not too horrible mistake per fight.
I mention GR specifically because my tendency is to Parry with him and not intercept most of the time, to stay in rhythm for setting up the heavy. Parrying was a viable strategy for him, albeit he does have a strong heal to compensate I was using that less to recover Parry damage and more to recover non-parried damage. Without regen I would need to rely on intercepting more, but that would have been true if the boss rush champs were all 5* 4/55s as well I believe.
Actually, the pattern isn't as strong as some people are implying it is. I also said the pattern would nominally extend to 6* rank 1 equaling CR 100 but it isn't kosher to extend the pattern all the way down to 3* champions because there is no logical reason why the progression would or should line up the rank 1 tiers as some people are doing directly.
When you are going upward, the reason to add 5* champs and then 6* champs is to extend the *top* of the progression not line up the bottom. In other words, we care how much higher the top rank is than the previous top rank. We also care about overlap between tiers because in a sense the overlap helps "ease" the transition between tiers for players building rosters. These two parameters: how much overlap is there, and how much "extension" above the previous top tier, are the important factors in the progression.
Between 4* and 5* there are three ranks of overlap and the higher tier extends two tiers higher than that. So *if* the pattern was followed then logically 6* champions (assuming they had five ranks which they seem to) would have three tiers of overlap and two tiers of extension. But that pattern isn't consistent at lower tiers: there's two ranks of overlap and three ranks of extension for 4* champs for example.
Lining up the rank 1's as they are is somewhat of a numerological coincidence. It wasn't even the original intent of the challenge rating system because it was changed to the current form in the 12.0.1 patch. But while the current 6* CR values do not replicate the 4* to 5* step, they essentially replicate the 3* to 4* step: there are two ranks of overlap and three ranks of extension above the top rank.
If so then perhaps I should hold out pouring so much cash for nothing that’s worth using in the game
All content since 12.0 has been based on heavy block damage. Watching a number of Boss Runs on youtube, non-healers that relied on block/parry were usually under 50% health after each fight.