**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
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Just used 10 revives to do a path in the first quest, and couldn't make it due to the boss nodes. Despite having a full team of god tier champions and 3x bleeders, not having sym supreme or nick fury really ruining the run for me.
For here forward, I would recommend to not rely on nodes so much. Champions by their base abilities are already hard to fight, and adding 3 nodes on each one to cancel out the counters for those champions is just a disgusting move by the team.
I mean, what's the point of creating champions with a short list of counters, just so you could take those counters away by adding nodes?
Examples: You need to bleed champion X. You then add bleed immunity to the fight.
You need to intercept champion Y. You then add intercept immunity to the fight (unstoppable, bugs, etc).
You need to cancel the healing on the fight. You then add healing nodification immunity to the fight.
Just get rid of the nodes already. Keep 1 global node, or at least some local nodes that don't result in an instant K.O.
What I did not like was needing very specific champs like 5* or 6* heimdall for 6.2 mr sinister
the content is super difficult but I am happy for a challenge. It is good only 6 paths this time. 10 was boring
What is a bit annoying is that many of us cant improve our roster to make this easier. t5cc are not really available yet and the first one will probably be act 6 exploration.. catch 22. Only thing to make this easier is to use boosts revives&units but hey lets take it easy and do it path by path
The examples I gave previously is where the problem relies on. Champions that need a specific counter to bring down are getting immune to that counter, due to the nodes. So the whole concept of "using the right champion and counter" used when releasing champion's in the game becomes pointless in these scenarios. Yes it does increase the challenge, but in the wrong way.
I'm not really the type of person that says this kind of stuff. I didn't said anything for 6.2 gates despite not liking them. Yet I still had the need to say something about 6.3 here. Nodes are not creative.
Likely, the design of the fight is to hit him out of DF phase only.