Why Direct Damage is bad for game and strategy
How many ways do we have to reduce damage?
Synergy like Armor, Perfect block.
Heros that rely on being relevant by defensive buffs. Perfect Block heroes/Armor heros/Physical Resistance, Regeneration.
Skills that improve the defense.
I have a team of 24% armor, 24% perfect block , heros with more high healths and resistance. Only it does not matter anymore in this game because the content is designed by taking half of your life directly.
Back in the days . If you wanted to beat ROL you brought perfect block synergy and healers. (one heal blocker)
To beat RTL . You can bring counters to Safeguard, Power Gain , Healing or Adjust you masteries.
Even though we had to have specific heroes we had a solution to a problem.
There is a 21000 Iceman (regular hero with regular node buffs) that you have to beat several times to explore Chapter 2 .
Who counters his Direct damage?
Crossbones ? Skill hero , very low chance to counter do to class disadvantage.
Agent Venom ? Skill hero
Groot? 50% reduced buff duration , but he is so trash that you might as well use any other hero.
Where are reliable counters? You can't have heroes like Iceman and Magic that basically ignore the ***** strategy in this game.
This is god awful Content Kabam . Dodge was manageble, Healing had a counter, Taking damage directly at a rate of 4x of Normal Degeneration is complete BS. You know it and you are abusing it.
Lets make MCOC a game of counters and strategy again. Not pay 1500 units to Kill Labyrinth Magic , not pay 2000 Units to 100% explore Chapter 2 (only because you have to kill 13000 iceman several times and than 21000 iceman couple times)