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Why is 6.2.5 so oddly designed?

altavistaaltavista Posts: 1,281 ★★★★
I am working through 100% of 6.2 for some reason. Most of the chapters in 6.2 are fine for the most part.

But 6.2.5 is annoyingly designed. I am not talking about the difficulty, but more so how it is laid out.

(1) Distribution of nodes-paths: There are 5 nodes to teleport to: 4 nodes teleport to single paths (8 defenders). 1 node teleports to 6 paths (each with 8 defenders). Why don't the 5 starter nodes just each teleport to 2 paths? [It is a weird design that makes you think you have completed more than you have; if you complete those 4 nodes you'll think you only have 1 path left but in actuality you are less than 50% of the way done)

(2) Number of overall paths: Total number of fights is 4 paths * 8 defenders+ 6 paths * 8 defenders = 80 fights, plus the boss each time. I don't know how this lines up compared to the other chapters in 6.2, but it feels like more paths and more total fights compared to the other chapters. This is probably also in combination with point #3.

(3) Lack of consistent theme to this 6.2.5 chapter: Every defender has unique local nodes that you have to account for. There is no linked node, so you have to specifically look at all 8 Defenders (80 total) in order to plan your team. Some paths have a theme (Eg. Aspect of Evolution on all champions), whereas other paths do not. Some paths are all one Class (Eg. Tech path), and others are not. The way the defenders and nodes are picked out seem haphazard.

The UI works where you have to first look at where the path links/teleports to, swipe/pan the map to reach where the path is, tap the screen to look at one Defender, tap to scroll through the list of nodes, tap screen again to 'exit' looking at that defender, tap the screen to look at another defender, tap to again scroll through the list of nodes, tap the screen again to go back to the map view, repeat, then tap screen to reposition the map to look at another series of defenders.

All these come together, in combination with how the UI works, to make things more annoying than it needs to be. It takes too much tapping to plan out your path and team. If the paths themselves were a little more intuitive, it would make things a lot better.
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