**WINTER OF WOE - BONUS OBJECTIVE POINT**
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
There is currently an issue where some Alliances are are unable to find a match in Alliance Wars, or are receiving Byes without getting the benefits of the Win. We will be adjusting the Season Points of the Alliances that are affected within the coming weeks, and will be working to compensate them for their missed Per War rewards as well.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
Comments
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.