**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
The only thing that would "expire" a Dungeon without the players actually quitting it is, if I understand correctly, the end of a five day cycle. So while you still need to find time windows for you and your friend to run Incursions, you could stretch a single Incursion run over multiple gaming sessions if you wanted to. Also, if you're in this situation (and I understand the mechanics correctly) you should try to start Incursions near the start of a cycle rather than the end of one to give you some extra time to extend an Incursion if you need to.
This doesn't help the vast majority of players that want to solo Incursions (because this requires having two accounts reasonably leveled up), but just throwing out there.
https://www.youtube.com/watch?v=CcN1-r4yQAY
In other words (and correct me if I'm wrong Kabam), and to oversimplify somewhat Incursions are two-man two-lane AQ.
Also, I watched the stream and it looked really good, massive improvement on what was a good concept that had kind of died a death
Me
@Kabam Miike perhaps this should be clarified.
1. If you swap a champ out does it immediately go into cool down (so you can’t immediately swap back)?
2. If the cool down expires can you put a previously used champ back into the same Incursion?
3. If a champ is swapped out, expires cool down, and comes back 8n, do they continue to have persistent charges they earned in that particular Incursion?
Meaning if you pause your run for a few hours or days, will the timer already have started.
I had one idea a while back for Dungeons that would now be harder to implement for Incursions (but not impossible). I suggested that every player be given a set of Dungeon Mulligans, where if you find yourself stuck with a jerk, you can hit the jerk ejection button and the game ends the match, your champs don't go into cooldown, but you also get no rewards for that dungeon. The idea being almost no one would pull the rip cord on this during a normal Dungeon run because it wouldn't be worth the effort to restart just to get a better run with a set of champions, but conversely most jerk runs go off the rails early enough that it would be worth it to throw the entire thing away to get your top champs back for another run.
The problem with Incursions is you get your rewards cumulatively over time, so you'd need to make sure the jerk ejection button couldn't be exploited for double dipped rewards.
https://www.youtube.com/watch?v=FJfRtGYveAw&feature=youtu.be
While it has been enhanced a bit, the biggest issue that there was with Dungeons was finding someone to play with that is at your level, and not a idiot who doesn't follow you, or dies off in the first few fights.
So, still a hard pass, won't be playing this either.
I was hoping for a Incursions style where you can play SOLO, and not have to worry about the other person.
So, still disappointed in that regards.