**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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Comments
-Lcoked camera: its a gotcha money grab. Developers need to remember games are supposed to be fun/challenging. This is just a money grab. Endless ways to make it stupid hard.
-Rewards for degree of difficulty and expense-no thanks
-Heroes that do high damage or need ramp up...nerfs them. Makes a 6 star proxima dupe more useless than ever. Gilly 2099....good luck. No ramp up and 240 hits and you’re dead. Real loser here: acquiring specialized champs. Abyss nerfs them all.
Honestly this is a fail on several levels. Champs acquired to do difficult content and long fights are nerfed to the ground. The rewards seem pretty poor. If these are perceived as good by kabam expect ridiculously expensive “deals” and slow progress in game. Locked camera takes all strategy away. You don’t get to plan. You get the joy of spending!
Really disappointing on several levels.
So out of touch in those regards, locking the camera doesn’t “set the mood” for a labyrinth type experience. This just makes people rely on 3rd parties to keep track of things in this ridiculous game. I had a 3rd party map on my phone for labyrinth exploration for YEARS, making content for a MOBILE game where those kinds of lengths need to be taken is a bit much.
That being said, the far more important topic that others have brought up is the abyss being piloted the same way 80%+ of Act 6 legends runs have been. If the warning about permanent bans are legitimate and unique device identifier or some other detection means are used to monitor abyss runs, then screw my complaints about the damage cap. For once it would be nice to see the hall of legends for endgame content not contain so many accounts that have been sold or are owned by players that can’t finish map 5 playing the game theirselves.
B. Most people in this thread agree 240 is the right number
C. Regardless of the actual number, the question I had was would you be able to lock them in the corner, or would the opponent be able to throw an L3 between hits? Since DPX doesn’t use specials
Once the charges are used up(regardless of the number), and the opponent goes unblockable/unstoppable, could you heavy chain in the corner(similar to variant DPX) or would they have time to use their L3