Not enjoying 7.1
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I can not express my frustration enough.
I’ve heard so many people talk about how much more fun and enjoyable act 7 is
I’m now on the final quest of chapter 1 and I honestly think this has been the worst chapter experience I’ve ever had. It’s not enjoyable. Some of the node champ combinations are silly annoying, and the nodes and payoff dosn’t feel good. There are plenty of moments in each chapter of act 6 I can look back on in fondness, but so far this chapter has just kind of been a bore.
I’ve heard so many people talk about how much more fun and enjoyable act 7 is
I’m now on the final quest of chapter 1 and I honestly think this has been the worst chapter experience I’ve ever had. It’s not enjoyable. Some of the node champ combinations are silly annoying, and the nodes and payoff dosn’t feel good. There are plenty of moments in each chapter of act 6 I can look back on in fondness, but so far this chapter has just kind of been a bore.
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I'll say that you should always check some YouTube video or read up on the easy path and boss counters.
Ice Phoenix was a killer boss 3 years back, now there's so many counters.
Act 7 is not easier per se but is much more enjoyable than act 6.
Nah you’re mistaking
So uh, out of curiosity, what parts of Act 6 did you enjoy? What parts of Act 7 did you dislike?
I feel like Act 7 has higher enemy PI, health etc., then it takes Act 6 nodes and adds a counternode, that rewards your skills. For example Do Not Go Gentle+Foresight. (7.1.5) DNGG forces you to heavy or intercept. Foresight gives you 200% fury whenever you intercept. So, if you play skillfully and intercept a lot, you will be dealing 3x your damage and defeat the enemy quickly. Act 6 would just throw in DNGG, some nodes to enhance the given champ and bye bye, f u summonner, deal w it.
7.1 for me has mostly just felt like a punching bag. Especially some of the bosses. A node variation that I noticed used a lot here was every time the attacker performs x, they gain a charge. If they have y amount of charges, z happens. Z usually being some kind of damage dealt back, or regen for the defender. These nodes feel a little lazy and boring for me. These nodes are also usually the core of the path/boss, so you’re just left to punch the boss, while throwing in heavy’s or waiting for the node.
In act 6, one thing I really enjoyed was the bosses. (I completed act 6.2-6.4 post nerf). The bosses were always pretty unique and had plenty of different unique interactions to discover. Sure there were times where I was frustrated at a boss, but the nodes and styles of play made it pretty enjoyable for most of them. Off the top of my head, I remember having a blast against the champion with sorcerer supreme, act 6.4 CMM with doom, grandmaster and CAPIW with Hitmonkey, and a few opponents like IMIW whom magneto dealt with well, Crossbones, etc. Act 6 also had this climactic feel to it, which added to the hype and the want to continue.
That’s just for starters. Let me know if there’s anything else you want to know
Courtesy @Agent_X_zzz
Most notably @danielmath @xNig @Worknprogress @BeroMan I think @Lvernon15 too. And I am certain that they know others too.
Me personally I find act 6 more memorable. Working out how to beat whoever on a certain node gets me thinking where as 7, I didn't think a lot just quick glance take x next lane.
I enjoyed act 7 more than 6 that is for sure but nothing of note was hard and that's the stuff I tend to remember. 1st time beating prenerf champion took me like 100 restarts to work him out but once I did he wasn't bad. That trying over and over with randoms till I worked him out made it meaningful and I remember him. I didn't have to do that in act 7 so far for anyone so I don't remember it that well. That's says alot as it is newer and I would have to look at maps to recall any fight.
I would like a couple bosses or fights of pre nerf act 6 stuff but never want whole lanes of the nonsense they created there either.
After I did my legends run on my main, I took my time and played through A7.1-2 on my alt. It was fun, but not challenging imo. It was more of “use X and it won’t be an issue”. Whereas for A6, it was “use X and if you play badly it’ll still be a problem”.
But I liked them for different reasons, and I enjoyed them for different reasons.
are you sure you learned your numbers correctly?
You have got a point about the charges system, however you don't mention that quite often there is also a node that benefits you as a player. Some attack bonus, some regen, crit etc. If you play in a specific way, with a correct class or something in that direction, you get rewarded.
I feel like Act 6 is still the same punching bag. Parry, intercept, MLLLM, still the same. If there is a challenge, you need to have a champion to counter it. For example the 6.3.6 CAIW you mentioned. He has Crit me with your best shot and Destructive Feedback, right? Well, if you don't have a high critrate champion, this instantly becomes hellish. I for ex had just Domino, who doesn't reliably crit. That fight was bad for me.
Act 7 tries to not require a specific champ. There are obstacles that you have to overcome either by bringing in a correct champ class or by modifying your gameplay. Or by doing both. That's what people like: if you ignore the rules, it is stupid and difficult. If you follow them, you not only overcome the obstacle, but you are also rewarded with some boost.
Act 6 poses a challenge you need specific champs to just overcome.
Act 7 poses a challenge you need to overcome with playstyle or champ class. If you do so, you get a rewarding boost
I just completed 7.2 today and in bosses of act 7 my most favourite was platinum pool boss with using doom.
juiced gwenmaster was ton of fun (didn't watch gwenmaster tutorial properly and cuz of that wasn't even able to surpass emma frost phase but juiced saved me) after failing that phase ate gwenmaster sp2 degen but then I was able to stun chain her in corner using Ultron (after failing to finish emma phase again but she didn't active sp2 for some reason). Was real fun
Nova boss was fun too.
The best part of 7.2-> superiority nodes and debuff synthesis
Doom was great at 7.2.6 mix master lane with stun/armour break debuff synthesis along with mr fantastic synergy.
In 7.1 had fun using mags against punishing angela and gwenperion
Venom boss and hela boss was absolute cheese with my 5* max sig doom, heavy spamming in corner.
I would also say that it get kind of like a variant or event quest. They were set up in the same type of way. You have one or two restricting nodes, and some helpful nodes. I find these a better example of this kind of content (variants especially, because you have to use an already smaller champ pool to overcome unique obstacles. Basically what I’m saying, is if I was designing a story quest, I’d have it be more akin to act 6. Just to streamline story content and really make it feel challenging and unique.
I’d love to hear your thoughts on this @Kerneas
Your parallel with Variants also came to my mind and it is true that this is similar, but that is because many players like Variants. They are fun. And at the end of Act 6, Kabam had to decide how to crank up the difficulty. Instead of inflating healthpools and attack values to insanity, they chose to create challenge that isn't based on frustrating hours of punching, but on gameplay skills and knowledge of the game. And I have to say that they managed quite well. The new enemies are dangerous, have difficult nodes, but with skill, they fall fast.
Also, Act 7 is designed with exploration in mind. Let's be honest, how likely is it for you to return to Act 6 for exploration? I myself wanna never set a foot back there. Call me weak, but I'll never have good enough roster to explore 6.4. Act 7 on the other hand seems doable. There are only handful of paths and each has its own challenge. That makes completion easy, because you can pick the easiest one, but also the exploration doesn't seem too rough.