Incursion and 6* Opponents - missed detail?
Furrymoosen
Member Posts: 4,078 ★★★★★
With the update to incursions we have also been introduced to 6* opponents in the game mode for the very first time. A lot of people have been mentioning seemingly increased difficulty, which I have noticed myself, and bloated attack values in many instances (sector 9 aside).
Back when map 8 was introduced in AQ, the other maps had the defender rarity increased and it resulted in an absolutely insane snowballing increase in attack and health values in lower maps, resulting in some alliances dropping to low level maps and some others taking the week off. I think we are facing a similar issues here.
Using sector 7 as an example, now with 6* defenders, we can see the increase.
As I stand in zone 1, I am looking at nodeless 6*R4 Morningstar (3,301 attack) and a 6*R4 Shang-Chi (3,127 attack). According to Auntm.ai, the baseline attack for these champs at 6*R4 is 3,393, so the values are close (also close for PI and health). At 5*R5, each champs baseline attack value per Auntm.ai is 2,301, meaning each champ has a 36-43% increase in attack value just from the rarity increase alone. If they were previously 5*R4, that attack value increase goes to 83-94%. Increasing the rarity of the champions without decreasing the ranks has inadvertently increased the difficulty, which only becomes more problematic as you progress through the zones.
I'm not against having 6* opponents in incursions as it really shouldn't make a difference, but it appears that a significant detail was once again missed. Increasing the rarity increased the difficulty at least in sectors 7 and 8, possibly in lower sectors as well but I can't say for certain on those ones. Long-standing content can't just have a rarity increase as it only results in an unintended difficulty increase.
Back when map 8 was introduced in AQ, the other maps had the defender rarity increased and it resulted in an absolutely insane snowballing increase in attack and health values in lower maps, resulting in some alliances dropping to low level maps and some others taking the week off. I think we are facing a similar issues here.
Using sector 7 as an example, now with 6* defenders, we can see the increase.
As I stand in zone 1, I am looking at nodeless 6*R4 Morningstar (3,301 attack) and a 6*R4 Shang-Chi (3,127 attack). According to Auntm.ai, the baseline attack for these champs at 6*R4 is 3,393, so the values are close (also close for PI and health). At 5*R5, each champs baseline attack value per Auntm.ai is 2,301, meaning each champ has a 36-43% increase in attack value just from the rarity increase alone. If they were previously 5*R4, that attack value increase goes to 83-94%. Increasing the rarity of the champions without decreasing the ranks has inadvertently increased the difficulty, which only becomes more problematic as you progress through the zones.
I'm not against having 6* opponents in incursions as it really shouldn't make a difference, but it appears that a significant detail was once again missed. Increasing the rarity increased the difficulty at least in sectors 7 and 8, possibly in lower sectors as well but I can't say for certain on those ones. Long-standing content can't just have a rarity increase as it only results in an unintended difficulty increase.
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(Sustainability team consisting of Sig 200 King Groot, Sig 200 Guillotine and Ultron)
Was a bit surprised by the difficulty, tbh…