**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 main problem aren't exactly the health pool of the opponents, but rather their attack. Is so riddiculously high that even by blocking 1hit you lose almost half of your HP. In fights where you NEED to block, this just isn't right.
I understand that the team wants to increase HP and attack of the opponents the more difficult and more endgame the content gets. But adding more and more combinations of nodes on top of that turns an already hard fight in to 10x times worse than that.
If you want to keep adding and creating new nodes, that's fine. But now that content is getting past the acceptable difficulty, it's not a great idea to add nodes like "You deal 90% less damage unless you do this and that" without anything to favor the player. On top of that you add 2 or 3 other nodes just to make it more limited.
For example, the "Do you bleed?" node. It punishes player's if they don't bring the right champion. But even if they do, it won't favor them as well. Now, if you add a "Bleed vulnerability" node on top of that, it becomes much better, and actually enjoyable and fun to do. You need a counter for the fight, but you are benefited if you do that.
But as we already saw in act 6 and in act 7, you just decided to punish people even further, by adding nodes like "cornered", "clapback" and the swtiching immunities one on top of that.
It's just stupid, honestly. If you are not going to reduce HP and attack values, then don't add nodes on top of nodes that just limit the number of counters to just one or two
I am also generally concerned with Kabam's statement on the Beta forum that they want to have fewer chapters so that they can release content more quickly. More quickly for who? Clearly only for those that are willing spend through the content.
I have finished a path of abyss and am 100% on Act 6. In order to deal with the massive healthpools and attack ratings in Act 7, realistically, we need R3 6*. So at best, right now, I can rank 3 two 6* (unawaked because my AGs and Cats don't match) to manage the health and attack of Act 7. Now, because of how the paths are currently designed in later Act 6 and now the Act 7 Beta, I also need very specific counters to each of the lanes.
Kabam introduced 6* YEARS ago. As someone who does not spend on crystal (and I have no ill-will towards those that do), I have less than 40 6* and maybe 6-7 useful ones. Everyone admits that 6* were introduced far too early. But why are we still in position where 6* are incredibly rare, the vast majority are worthless, and 5* are actually becoming largely unexciting? At the very least, open the gates on 6* shards. If I am over capacity with T5B and T2A, I'm forced to rank a 5* I won't use or a 6* that is also likely trash.
AW global nodes are terrible and a very small number of people might actually find them "fun". I don't love AQ, but I don't hate it. Some of the globals are annoying. Story content is going in a bad bad direction. Monthly quests are a chore that I wish I could autofight given how dated the rewards have become. PHC shards for milestones in the top arena?
The one thing to look forward to in this game is the variant content. It shows that the devs can actually be creative (rather than coming across as almost spiteful towards the players for finding counters to certain content they have developed). Take the last variant. Not only did I get to use old champs, but (with the exception of a few fights) I got to use a lot of champs I don't normally get to play because the nodes weren't just an attempt to roadblock the players. That said, if there are new variants in the future, Kabam should also be looking at revamping the rewards with that content because it has also become somewhat dated.
I sincerely just want the game to be fun again. Remember that? When the game was fun?
I predict something like that
I hope I'm just being pessimistic here because I would truly love it if they do genuinely take the feedback into account, TRULY test all their content out in detail, and then release something that the community will love and and they can be proud of (at least I hope that developers who came up with stuff like acid wash mysterio, 6.2.2 sinister...etc. aren't proud of it...if they are....that's just sadistic).
For example, you could have a node that increased the attack rating of 2*s to that of a 6*, and have them face a 30,000 PI champ, but keep the health of the 2* the same, so that the player has to rely on intercepts and skill rather than just the same 5 hit parry combo. This reflects what Kabam is trying to achieve with the progressing of content, but also makes it accessible to higher-level players. In this case, it is accessible in a way that can be achieved by being skilled at the game, not just having insanely good luck.