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Incursions' unfair node+champion combinations

Sometimes incursions has really unfair node combinations that just make it impossible to win. For example, I was in incursions Sector 6 zone 15. The boss of the room was sasquatch with 1,173,566 health and 52,692 attack. The nodes on him were...
1) Buff duration - 3
2) Aggression regeneration
3) Brawl (every 10 seconds both champions gain an unstoppable for 5 seconds)
4) Mighty Charge - 3 (when defender performs medium they become unstoppable, gain +200% attack, and immune to debuffs)
5) PULL! (non-contact deal 100% more damage and contact attacks deal 75% less damage)
6)Close Encounters (when close to defender attacker gains 1% regen and when far from defender attacker gains 3% degen
There is no good counter to this. Intercepts are impossible, brawl essentially means you need to keep your distance which makes you degenerate a lot, because of the insane healthpool aggression regen will heal him 2,934 health per stack per second, energy damage champions are required if you don't want to time out, many champions with access to the slow debuff (to counter the unstoppable) are either contact champions (like she hulk so she won't be doing a lot of damage) or have the slow as a non-passive debuff which is countered by mighty charge node.
This would make any champion near impossible but then you need to deal with the actual champion. Sasquatch will eventually reach his wrath of tanaraq state and become stun immune, he will spam specials because they cost half as much to use, and he will go unstoppable on special and heavy activation. Even if you can get through all that you need to deal with his super potent regeneration on top of the aggressive regen node.
My point is that this is just unfair node combination and is really upsetting when you are already in zone 15/25. You can't leave this to randomization. Or at least give players the option to refresh the nodes or even just one or two of the nodes on the boss.
1) Buff duration - 3
2) Aggression regeneration
3) Brawl (every 10 seconds both champions gain an unstoppable for 5 seconds)
4) Mighty Charge - 3 (when defender performs medium they become unstoppable, gain +200% attack, and immune to debuffs)
5) PULL! (non-contact deal 100% more damage and contact attacks deal 75% less damage)
6)Close Encounters (when close to defender attacker gains 1% regen and when far from defender attacker gains 3% degen
There is no good counter to this. Intercepts are impossible, brawl essentially means you need to keep your distance which makes you degenerate a lot, because of the insane healthpool aggression regen will heal him 2,934 health per stack per second, energy damage champions are required if you don't want to time out, many champions with access to the slow debuff (to counter the unstoppable) are either contact champions (like she hulk so she won't be doing a lot of damage) or have the slow as a non-passive debuff which is countered by mighty charge node.
This would make any champion near impossible but then you need to deal with the actual champion. Sasquatch will eventually reach his wrath of tanaraq state and become stun immune, he will spam specials because they cost half as much to use, and he will go unstoppable on special and heavy activation. Even if you can get through all that you need to deal with his super potent regeneration on top of the aggressive regen node.
My point is that this is just unfair node combination and is really upsetting when you are already in zone 15/25. You can't leave this to randomization. Or at least give players the option to refresh the nodes or even just one or two of the nodes on the boss.
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zone 21 rintrah boss: escalating pierce (every 5 secs defender gets pierce buff for 15secs), particle protector (85% glance), pilfer regen - 2, arc overload, fight or flight, make a stand -2
Zone 18 sassy: cornered, lifecycle, stun immune, vivified - 1 and some other nodes. He had toxic advancement so cornered powergain screwed him over.