**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.
Comments
What I can’t agree on are the rewards. We need to realize this is not another Act, Variant, EQ.
This is meant to go outdated when it’s possible to complete it. It’s designed that way.
No? Spend your way to the rewards when they’d be still relevant. The exact same thing happened with lol. That’s what this types of quests are here for. That’s why they don’t lock content behind them because many probably will never complete them.
Today only a handful of people have R3 6* and by spending a lot. So how can a quest that rewards 3 have bad rewards? They are great now. When it’s being released. That’s how it’s supposed to.
Don’t misunderstand me. Do I like it? No. Of course I’d love to beat every possible content there is. But I understand this part of the game behaves differently and it is what it is.
I can’t complete it currently. I’m gonna wait until the next Aegon can do it because I learned my lesson and I don’t spend anymore.
Besides, T5B were introduced 2 years ago? It took 2 years to get a champ to R3. So I don’t think they’ll be outdated in a year.
My observation is that most of the rewards for the quest parts of the game have been set at the point that: by the time you obtain them, you don't really need them any more.
So they're high enough to be desirable, but not actually game-changing.
I'm guessing that's one of the reasons why Brand VI immediately grants two bars of power when warfare charges expire.
I'm fine with making content challenging, but it should still be fun. It is a game after all.
This kind of obvious money grab content is not in any way fun. I think Kabam forgot what they were making somewhere along the way.
I am not sure if this has been mentioned yet but after skirmish the defender will act more erratic. Does anyone else see the probability that they will turtle up in the corner and allow the warfare charges to just tick away?
Fast forward to now and we have not only a damage cap, but an apparent combo limit. Kabam, if you guys want to stretch the limits of our rosters and are determined to use these mechanics, why not allow players to select either the damage cap or the combo meter before the fight. Kind of like a pre fight ability but for the map. I'm sure the numbers would have to be adjusted, but if done carefully I think that would open up a lot of theory crafting. It would hopefully allow us to make MORE use of our rosters, and not be tied primarily to the high damage champs when it comes to end game content. Even being able to only open G2099 up in a handful of fights in AoL would be so much fun.
tl;dr - I'd rather individual nodes narrow the field of viable champs for specific fights, not global nodes that probably render 80-90% of our champs useless for every fight.
Anyway, what’s the problem with defenders having 10 million health and whatever happens happens? If it takes an hour and 1300 hits because you used King Groot to shrug node debuffs, so what?
I am very sick of seeing the same champs over and over, so I hope this won’t be loaded with the usual suspects. Magik, Hyperion, Domino, etc. All the old champs Kabam won’t use even node boosted to the moon says something.
I also don't agree with the hit counter. I think it should be more hits available. 240 is just not enough. It should follow the same course as LOL. You should at least have the possibility of a one shot with a r4 6 star champion and can do majoirty of the damage with a hard hitting r3 6 xstar champion.
With LOL based on the enrage timer most people had maxed 4 stars that is now the equivalent of a maxed 5 star. So it should follow the same pattern. Based on what I've read I can only see a one shot with r5 6 star champion or am I incorrect?
What is the point of making a champ capable of crazy dmg and not releasing content designed for it? You say the hit cap and dmg cap is made to make this content last, but even without the dmg cap it would still take years for the average player to be able to complete the content. So why do you need a dmg cap and a hit cap with the "Largest health pools"?