My comment in another thread but I think this one is suitable too
Just finished the chapter. And goddam kabam have turned the collector into a money cow which they are milking to hell with his abilities. Unblockable, unstoppable, all projectile attacks, can't even block them, the unblockable attacks aren't only unblockable on the first hit, every hit is unblockable, regeneration, immunity, tenacity. Just add cold snap and be done with it!
Just having watched Dorky Diggety Dave, Seatin and ContestChampion play through, I'm sitting here shaking my head in disbelief.
Why is there such a massive step up from 5.1--->5.2?
Why will the Collector take a normal player like me well over 40/50 revives (if not a lot more)
Why does the degen completely destroy us but not the opponent?
Yes, I get Kabam will say its story content, its going to be around forever but there is NOTHING that will ever be released that will make that fight any easier.
Seatin was talking about Kabam and #milkthewhales and I'm sad to say that this sort of lazy, money grabbing design proves him right.
The degen destroys us because it's based on current health. So when you have degen on them you've only got 10k health which means 200 a tic. (Ish) but they've got 80k health which means 900 a tic. Which destroys you and barely tickles them
Yes, I get Kabam will say its story content, its going to be around forever but there is NOTHING that will ever be released that will make that fight any easier.
Hypothetically speaking, I can think of at least one thing that could make that fight much easier which could one day show up. Degeneration immunity.
RoL started off really hard, now it is not. LoL is now where RoL started off, but it is getting marginally easier as people gain champions other than Starlord that have utility in there (Gwenpool, Iceman, etc).
Without judging either way, it is entirely possible that the point to 5.2 is to squeeze money out of the players willing to spend past it, and eventually as champion power increases allow the rest of the playerbase to slowly progress their way into a better position to beat it. By then, 5.6 will probably have unblockable everything and permanent evade and half your damage hits the rest of your team and kills them off screen and that will be the insane difficulty level that people will be spending their way past.
Think of the people who spent their way through RoL. I didn't spend a penny. I'm not better, I'm just what happens when the game catches up to the content. I haven't tried LoL yet, because I know I would have to spend my way past it. But eventually the day will come when I won't, or it won't cost as much. If I can't beat 5.2 without spending money, I will probably defer it. I'm willing to wait until I'm strong enough to beat it. I admire those throwing themselves at it now, but I'm not currently in their class. I'm okay with that.
The rewards are terrible considering the difficulty of the content. Even if you have a solid roster of 5* champs you will struggle, and the collector fight is just another sad money grab attempt. You COULD justify the difficulty if the rewards were amazing, but that sadly isn't the case.
I used 10 revives on my 5* magik on him but 3 revives were wasted on missed parries/blocks at the start of the fight. I was taking off about 25-30k per run with magik
Without the collector fight I'd say the rewards were more or less ok for the difficulty. Nothing else was really really out of the ordinary. But the final fight is so unbelievably money grabbing that the rewards should be bumped up for that alone
This isn't even the end. There are 2 more chapters to be released.
And, act 6 will probably feature infinity Thanos as the final boss, along with the Dark Order in the entire act.
Just imagine it. 4-star champ will not be anything there
This isn't even the end. There are 2 more chapters to be released.
And, act 6 will probably feature infinity Thanos as the final boss, along with the Dark Order in the entire act.
Just imagine it. 4-star champ will not be anything there
You'll be looking at teams of 4/55 5* and maybe even a couple 5/65 too
@Morgan I don't remember act 4 chapter 4 having 4K Pi enemies. You can compare act 4 chapter 1 enemies to act 5 chapter 2. They have a good progression going on. No you don't need a 5* roster. I used one 5* and 4 4* at 5/50 and it wasn't too bad except for the collector in the last quest
Yes, I get Kabam will say its story content, its going to be around forever but there is NOTHING that will ever be released that will make that fight any easier.
Hypothetically speaking, I can think of at least one thing that could make that fight much easier which could one day show up. Degeneration immunity.
RoL started off really hard, now it is not. LoL is now where RoL started off, but it is getting marginally easier as people gain champions other than Starlord that have utility in there (Gwenpool, Iceman, etc).
Without judging either way, it is entirely possible that the point to 5.2 is to squeeze money out of the players willing to spend past it, and eventually as champion power increases allow the rest of the playerbase to slowly progress their way into a better position to beat it. By then, 5.6 will probably have unblockable everything and permanent evade and half your damage hits the rest of your team and kills them off screen and that will be the insane difficulty level that people will be spending their way past.
Think of the people who spent their way through RoL. I didn't spend a penny. I'm not better, I'm just what happens when the game catches up to the content. I haven't tried LoL yet, because I know I would have to spend my way past it. But eventually the day will come when I won't, or it won't cost as much. If I can't beat 5.2 without spending money, I will probably defer it. I'm willing to wait until I'm strong enough to beat it. I admire those throwing themselves at it now, but I'm not currently in their class. I'm okay with that.
You're comparing story content to end-game content like ROL or LOL. Story content shouldn't be that hard. Provide a good challenge, but Sally Soccer Mom who plays this game 15 minutes every day should still be able to get through story content. Things like ROL or LOL (or Road, for that matter) are not designed for casual players. Story content should be.
You're comparing story content to end-game content like ROL or LOL. Story content shouldn't be that hard. Provide a good challenge, but Sally Soccer Mom who plays this game 15 minutes every day should still be able to get through story content. Things like ROL or LOL (or Road, for that matter) are not designed for casual players. Story content should be.
In general, for most MMOs I would agree. However, that doesn't seem to be the way Kabam is treating what they call "story quests." In this game, what I would call "standard content" appears to be the monthly events. What Kabam calls story quests is what in most other MMOs I would call progressional gated content. Even Act 4 is not really "standard content" in terms of MMO difficulty for the center of mass of the player base: it is only just barely becoming so as the average of the playerbase moves forward.
For MCOC, our personal XP level is not really comparable to MMO level. Our roster strength is more comparable to a levelless MMO progression mark. The Story Quests are a "you must be this tall to ride this ride" sequence of content, where Act 1 is the easy stuff, Act 2 and Act 3 look like most MMO conventional story trajectories, and Act 4 is the level cap content. Act 5 looks like advanced post-cap content in most MMOs that isn't part of the progression sequence: it is the rough equivalent of the "you must have some of the strongest rare loot to do this content" type stuff.
You're comparing story content to end-game content like ROL or LOL. Story content shouldn't be that hard. Provide a good challenge, but Sally Soccer Mom who plays this game 15 minutes every day should still be able to get through story content. Things like ROL or LOL (or Road, for that matter) are not designed for casual players. Story content should be.
In general, for most MMOs I would agree. However, that doesn't seem to be the way Kabam is treating what they call "story quests." In this game, what I would call "standard content" appears to be the monthly events. What Kabam calls story quests is what in most other MMOs I would call progressional gated content. Even Act 4 is not really "standard content" in terms of MMO difficulty for the center of mass of the player base: it is only just barely becoming so as the average of the playerbase moves forward.
For MCOC, our personal XP level is not really comparable to MMO level. Our roster strength is more comparable to a levelless MMO progression mark. The Story Quests are a "you must be this tall to ride this ride" sequence of content, where Act 1 is the easy stuff, Act 2 and Act 3 look like most MMO conventional story trajectories, and Act 4 is the level cap content. Act 5 looks like advanced post-cap content in most MMOs that isn't part of the progression sequence: it is the rough equivalent of the "you must have some of the strongest rare loot to do this content" type stuff.
I disagree with you. The monthly quests are timed events that the player can do within a limited timeframe. You see those pop up in MMOs too.
I don't mind a good challenge. It's fun to play games that require a certain approach to succeed. Things like Caltrops or bleed/poison lines or power gain...things that make you think outside the box to construct a team that's able to beat certain content...that's how the story mode should be. Because it's a permanent part of the story of the game. Everyone should have access to it. When you have players that are at the top of the game (the ones that have completed the end-game content) struggling with the story content, then it's a big problem. That means you're going to alienate the average players that want to play the basic parts of the game.
I've heard some people say that 5.2 is harder than LOL. There may be some hyperbole there, but the fact that it's anywhere close tells me that Kabam made a big mistake with this story content.
Adding my opinion here. I like the fact that the story quests are getting more difficult. I do like having a challenge that I won't be able to do in a matter of weeks. I have a long term plan for chapter 2, which I do like that I have to do that.
But, the collector boss is too much. He's so OP it's silly. He shouldn't be as difficult as he is, if he were toned down, then it would be perfect.
My 3 gripes with act 5.2
-collector boss
-magik with buffet and that other one (buffet but for negative effects)
-strange with the same nodes as that magik
If they were toned down, I would have no complaints about the difficultly of 5.2
I'm not sure in what way. I said basically that Kabam is not treating the Story content in the way you seem to be implying you want them to. If you disagree, you're saying they are in fact treating the Story content in that way, in which case you wouldn't have anything to complain about.
Yeah he wrecked him. Dude is an intercept beast. The first half of the collector is the easier part... it's the rest of the fight that is a real pain in the ...
I'm in the process of 5.2, haven't gotten very far yet, I tend to research everything as well as I can to save resources. No doubt it's difficult!
It was my understanding that the difficulty is actually inflated for a while and by completing early we gained the Collectors favor. Whatever that is. So if it's actually inflated the difficulty might actually be where it needs to be. People trying it in a few months won't have near the trouble with it.
Of course I could be totally wrong but that was just my understanding.
I'm taking my time with it and doing it after event quests each month. I'm in no hurry to complete it either. I want to see more videos for it before I finish it
Comments
Just finished the chapter. And goddam kabam have turned the collector into a money cow which they are milking to hell with his abilities. Unblockable, unstoppable, all projectile attacks, can't even block them, the unblockable attacks aren't only unblockable on the first hit, every hit is unblockable, regeneration, immunity, tenacity. Just add cold snap and be done with it!
Why is there such a massive step up from 5.1--->5.2?
Why will the Collector take a normal player like me well over 40/50 revives (if not a lot more)
Why does the degen completely destroy us but not the opponent?
Yes, I get Kabam will say its story content, its going to be around forever but there is NOTHING that will ever be released that will make that fight any easier.
Seatin was talking about Kabam and #milkthewhales and I'm sad to say that this sort of lazy, money grabbing design proves him right.
Hypothetically speaking, I can think of at least one thing that could make that fight much easier which could one day show up. Degeneration immunity.
RoL started off really hard, now it is not. LoL is now where RoL started off, but it is getting marginally easier as people gain champions other than Starlord that have utility in there (Gwenpool, Iceman, etc).
Without judging either way, it is entirely possible that the point to 5.2 is to squeeze money out of the players willing to spend past it, and eventually as champion power increases allow the rest of the playerbase to slowly progress their way into a better position to beat it. By then, 5.6 will probably have unblockable everything and permanent evade and half your damage hits the rest of your team and kills them off screen and that will be the insane difficulty level that people will be spending their way past.
Think of the people who spent their way through RoL. I didn't spend a penny. I'm not better, I'm just what happens when the game catches up to the content. I haven't tried LoL yet, because I know I would have to spend my way past it. But eventually the day will come when I won't, or it won't cost as much. If I can't beat 5.2 without spending money, I will probably defer it. I'm willing to wait until I'm strong enough to beat it. I admire those throwing themselves at it now, but I'm not currently in their class. I'm okay with that.
And, act 6 will probably feature infinity Thanos as the final boss, along with the Dark Order in the entire act.
Just imagine it. 4-star champ will not be anything there
You'll be looking at teams of 4/55 5* and maybe even a couple 5/65 too
And then ability accuracy reduction hits and you are no longer able to power drain...
You're comparing story content to end-game content like ROL or LOL. Story content shouldn't be that hard. Provide a good challenge, but Sally Soccer Mom who plays this game 15 minutes every day should still be able to get through story content. Things like ROL or LOL (or Road, for that matter) are not designed for casual players. Story content should be.
In general, for most MMOs I would agree. However, that doesn't seem to be the way Kabam is treating what they call "story quests." In this game, what I would call "standard content" appears to be the monthly events. What Kabam calls story quests is what in most other MMOs I would call progressional gated content. Even Act 4 is not really "standard content" in terms of MMO difficulty for the center of mass of the player base: it is only just barely becoming so as the average of the playerbase moves forward.
For MCOC, our personal XP level is not really comparable to MMO level. Our roster strength is more comparable to a levelless MMO progression mark. The Story Quests are a "you must be this tall to ride this ride" sequence of content, where Act 1 is the easy stuff, Act 2 and Act 3 look like most MMO conventional story trajectories, and Act 4 is the level cap content. Act 5 looks like advanced post-cap content in most MMOs that isn't part of the progression sequence: it is the rough equivalent of the "you must have some of the strongest rare loot to do this content" type stuff.
I disagree with you. The monthly quests are timed events that the player can do within a limited timeframe. You see those pop up in MMOs too.
I don't mind a good challenge. It's fun to play games that require a certain approach to succeed. Things like Caltrops or bleed/poison lines or power gain...things that make you think outside the box to construct a team that's able to beat certain content...that's how the story mode should be. Because it's a permanent part of the story of the game. Everyone should have access to it. When you have players that are at the top of the game (the ones that have completed the end-game content) struggling with the story content, then it's a big problem. That means you're going to alienate the average players that want to play the basic parts of the game.
I've heard some people say that 5.2 is harder than LOL. There may be some hyperbole there, but the fact that it's anywhere close tells me that Kabam made a big mistake with this story content.
But, the collector boss is too much. He's so OP it's silly. He shouldn't be as difficult as he is, if he were toned down, then it would be perfect.
My 3 gripes with act 5.2
-collector boss
-magik with buffet and that other one (buffet but for negative effects)
-strange with the same nodes as that magik
If they were toned down, I would have no complaints about the difficultly of 5.2
I'm not sure in what way. I said basically that Kabam is not treating the Story content in the way you seem to be implying you want them to. If you disagree, you're saying they are in fact treating the Story content in that way, in which case you wouldn't have anything to complain about.
It was my understanding that the difficulty is actually inflated for a while and by completing early we gained the Collectors favor. Whatever that is. So if it's actually inflated the difficulty might actually be where it needs to be. People trying it in a few months won't have near the trouble with it.
Of course I could be totally wrong but that was just my understanding.