**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
Bigger health pool is understandable but bigger attack doesn’t do any good. Even ABYSS champs doesn’t got that high attack rate as those of act6 and abyss is more rewarding imo in terms of units usage.
It’s ok to have tough paths but don’t make them utter **** with specific champs placed on such paths (E.g Check two paths in 6.3.4 IMIW quest having BUFFET with Korg with DO NOT GO GENTLE & in same quest check that extreme right MAGIK path of enhanced power gain with simultaneous power rainbows during fight)
I’m about to explore 6.3 and believe me I have to watch tons of videos to accurately choose champs before going in so that I won’t get caught in middle after wasting lots of units and doing rage quit.
Even doing accurate parry you tale such high damage.
So my only suggestion is to lower down attack rating a bit and don’t design such paths placing almost the most dangerous champs who get much difficult due to such nodes where player got exhaust and think he might not do the quest even after grinding lots of arena until he gets certain champs.
I’m a F2P and earning units takes a lot of time so please don’t push a content which is next to impossible if you don’t have 2-3 champs
Variants 2-4 were incredibly well done and I’ve enjoyed them a ton. Find more ways like these to enhance champs and players will enjoy it, even if the content is harder.
Options would include team-related buffs, male/female, quest gates by year, or a variant 4-style quest with buffs and nerds based on star level instead of barring entry completely.