**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Comments
Plus they promised they were "working on making it easier to bait out power attacks!"
Not from what i have seen and experienced.
Pretty clear what they did! They culled data from the compensation packages, which at the start we were (me anyway) not using and selling instead.
They used the data to figure out how to make the material difficult enough to cause us use the stuff instead of sell it!
Now they will take it away and leave a massive gap in the supplies expecting we will break down and buy them.
People generally like the length but hate the class assigned paths, again not really suited for uncollected or cavalier level players which is what map6 is designed for right?
Is there any discussion in hq about this? Next week will be critical in determining how many map6 quest will be done from the old map6 I will be thinking there will be a significant drop
Then I notice
Loading time for the game is atrocious
Then loading fights is slow
And you time out and the fight starts over again but is treated like a disconnect
So you lose 50% health and he goes back to full
And this is mainly due to the passive AI who won’t throw that SP1/SP2 if his life depend on it
But push him to SP3 and he uses it immediately 😡
So you take a lose
Is ok
But wait, that’s my Tech champ
And lane is Tech Mystic
And my 2 other champs are skill and cosmic
F 🤬
Revive and play again
And then next node is the same 😑
Should have brought 2 techs
Maybe 3 or a mystic
Thanks to my mate who went the wrong lane due to lag which made him go a different lane
Nice 😞
Of course he is. Because people are DYING to follow YouTubers Tier lists and eat up generalisations like “Ultron slaps”. Ultron is one of the most overhyped champs of the past year. Any uniqueness in his kit comes from very high signature levels , which again the community decided that he doesn’t need because “he slaps without it”. I had him on a 6* Nexus and took a hard pass on him. Instead, I maxed out my 5* and took him to sig 200, to give me SOME value in my roster.
Tech champs for power snack and poison lane are basically 2. One is Mysterio and the other one is the only Tech champ that his (many) buffs cannot be nullified, while at the same time make him immune to poison among other things. I will let you figure this out yourself.
The shorter paths are much better and makes life easier for alliance with different time zones.
Concerns are that the AI Seems harder. Map7 feels easier at this point. The nodes and class specific champs make it too limited on champs you can bring and I have a huge diverse roster. Maybe remove class specific nodes or make the nodes attached to those paths easier.
With input issues and AI passive at that level 1 mistake your champ is dead .
I personally haven’t done that path in map6 but saw the nodes day1 and figure Ultron wouldn’t be ideal for it. I thought of omega sentinel who is immune to nullify and can deal with posion but she’s brand spankin new.
I personally love Ultron and don’t see how his sig has anything to do with his appeal as an immunity and regen champ.
I used to be good for 15 fights per AQ with help on at least one mini and a big chunk of the boss depending on my sleep schedule. This is umm…different
If you were gonna increase HP and attack to adjust for a shorter map, please say so more clearly.
If you want to narrow path options, class restrictions or restrictive nodes, not both.
If you insist on doing both, at least choose pairings where there’s a substantial overlap - I.E. champs get excluded on the margins, not in large groups.
I would’ve liked an acknowledgement that this will be looked into. What I expect is that our ranking will skyrocket after other groups fail to clear, then we’re faced with a decision to drop back to reduce hassle or keep pushing.
in old map6, removing the global node (one fight before the final boss) used to reduce some of the x% attack\defense and the "3rd special unlock" from the rest of the map, but now in the the new map6 the nodes remain even after global is down.
Again lack of communication.
1. Classes penalties on paths restricting options
2. Worse nodes
3. Increased attack/heath?
4. Worse links on minis
5. More passive AI
6. 118 fights reduced to 109
7. 2 paths taken out each section
For the removal of 9 fights its a net negative to the player.
He’s was doing well with the power gain aspect but it’s a long path to rely on one 5* champ. No room for a single error and still needed help from other attackers vs modok (used moleman).
Also difficult to use him vs some of the global modifier like parry curse and turn the tide (when he trigger power gain when you weren’t ready for it)