**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
Variant is NOT challenging. The only one remotely challenging was V1. The rest were unit-free.
Anyway, for the KM fight, I didn’t use SymSup. It was Gwenpool all the way. Sp3 armour break, stack your bleeds. Easy. Push him to sp2, 3 hits guaranteed no reverb damage. After 50 hits it doesn’t matter whether he’s armor broken or not, AAR takes care of it.
- Did the initial clear of 6.2.6 mid-late 2019 just to open up act 6.3 so I could do my legends run for that, I had to spend close to a thousand units just fighting the “easy path” Champion.
- However, I revisited The Champion earlier this year when 6.4 just dropped just so I could go for a 100% push for my 6.4 legends. When doing so I was able to get one shots on The Champion now with way more experience, practice and skill than I had back then. The plain vanilla champion fight with his 5 charges really isn’t that difficult at all, seeing as how I can consistently get one shots when I’m doing guides or testing the viability of new champs. It’s all about practice guys, none of us started out as mcoc pro players from the get-go. You just need to buckle down and invest the time and effort to get better. Countless others have already paid their dues against this boss, and I don’t see why the status quo shouldn’t hold true moving forward.
- In conclusion I would like to unequivocally state that the state of the “base” Champion boss with his indestructible charges is just fine, maybe just remove the no retreat node if it helps the less experienced players in the community, but keep everything else intact. That’s what made the whole fight fun and challenging in the first place. This is what end game content should be like and why we as players derive satisfaction from overcoming these obstacles.
- P.S. my only major complaint about 6.2 was the senseless inclusion of gates that added a needless extra layer of restriction to our rosters for that particular chapter.
The bottom line is this, endgame content at the point of release is meant to present the greatest current challenge, it is meant to test your skill, resolve and preparation. I’ve seen so many complaints about roster depth not being ready for the challenges, and if that’s the case, I’m sorry to say that you’re simply not ready yet. So, just take a step back, restrategize and tackle said content at a later date once you’re ready. There’s no need to rush headlong into clearing content due to impatience.
On the argument that getting the ideal counter champions would take an eternity; well, that’s down to this being an gatcha game at its core when pulling for champions. Some get the rub of the green early on, others not so much. That’s just how all gatcha games are designed, mcoc isn’t meant to be your typical “1 time fee” Single player console/pc game.
I do admit one of Kabam’s current dilemmas now is how to appease to both sides of the divide; those who have reached the endgame and are looking to be pushed to their limits once again, and those who are of the more casual variety. That being said, I personally play games to derive pleasure and fulfillment knowing that I’ve used everything in my current arsenal to beat it. It’s just like fighting those final fantasy secret bosses, you can’t possibly take them down without attaining the requisite skills, weapons, levels and strategies. If you rush in impatiently you’re bound to get slaughtered, and this is what I observe to be the mentality with the majority of the community. They’re not willing to put in the time, effort and patience to get to where they want to be. Sure, you can say that this game although being F2P has a pay-2-win model. But isn’t it the same as with other F2P games out there. There will always be a divide between the haves and the have-nots based on how willing one is to spend. But that’s an entirely personal prerogative.
Just saying one should git good is an oversimplification, it’s about being able to manage your own expectations and coming to the realization that ultimately not everyone will ever be on equal footing based on how the game is structured as a pay 2 win game. It’s not as if this is shocking news, I’m sure we all knew what kind of game mcoc is when we started. It’s an easy to pick up and play game, but as the saying goes “a minute to learn, but a lifetime to master”. If you want to be able to take on the hardest content, you’d best be aware of what you’re stepping into.
Finally, I’m sure a driving force behind the current discontent is also the FOMO mentality. Be content with your current pace, there’s always gonna be people ahead of and behind you. The no point in rushing to try to force yourself to keep up if you don’t have the time or financial means to do so. This is a very unhealthy way of looking at things. There’s no such thing as progression being awarded without any effort, having such an entitled mindset only breeds more discontent. I know where I stand, and I’m perfectly happy with my personal status quo. The endgame players that have such beautiful rosters and resources got to where they are because they deserve to based on the financial resources and time that they’ve invested. The question is, if you wish to be on the same level, then how willing are you to also invest what they have?
Roster depth is subjective. People might think their rosters are deep with 10-15 R5s. But matter of fact is, it’s far far far from enough. Prestige doesn’t matter here. It’s what you have ranked, not how many sig stones you decide to put into prestige champs.
A6 was meant to challenge someone’s roster, and having the time to accumulate those champs helps immensely. Newer players should concentrate on elders bane then gradually explore a6 as their roster builds.
Just speaking from my own experience, my alliance does Map 6 as it suits our timings better, we don’t push for AW so we loiter around Plat 2/3 level. I don’t spend money on crystals or $$ offers so my rank up resources are relatively scarce.
However, because I’ve had the time to accumulate my resources, I’m sitting at 26 R5s and 7 6* R2s. I also have 6* RUGs sitting in my inventory, and T5CCs to use on champs that I’ve not pulled yet.
Other end game players who spend and consistently push for prestige and map 7, have well over 40+ to 50 R5s/R2s. That’s the market A6 was targeting when it was introduced.
So until newer players reach that level of 20+ to 30 R5s, A6 will definitely be a struggle, and it is to be expected. “End game content” is “end game”, but that term is subjective and not all people who think they are “end game” are truly “end game”.
Hope it makes sense.
No one really picks up a mobile game and thinks "OK yeah I'll be able to do that in 3 years - that's cool. I'll just do my diploma while I'm waiting.".
Like recently I whaled out about 4k+ units for Aegon cause I don’t have him and I’ll most probably save more than 4k units for the 3 remaining paths of AoL with him. Am currently sitting at 9.3k units. Planning to grind a little more for the July 4th offer.
You have to manage your own expectations; how can you expect to summit Everest if you have grossly failed to prepare for it. You rush headlong into endgame content due to impatience, of course you’ll barge into a brick wall.
One also shouldn’t have the FOMO mentality, endgame players have gotten to where they are because of their willingness to invest time and money. You envy them, yes. But the question to ask yourself is, “How willing are you to invest what they have to get to where you aspire to be?”
As for the sense of entitlement, it’s simply wrong to expect progression to be handed to you on a silver platter, you have to earn it. Most players think they’ve put in the requisite effort, but what I can honestly say is it’s nowhere near what the endgame players have put in.
You know the basic structure of this game is F2P with an element of pay 2 win. So, of course there’s gonna be a divide between the haves and have-nots. Difficult Endgame content that is the pinnacle of difficulty at the time fo release doesn’t have to be cleared at one shot due to one’s impatience. If you’re not ready yet, prepare adequately with a proper roster to boot and come back again when you’re able to tackle it. Having this mentality of I have to do it without spending revives or I have to have what others have is unhealthy; itemless is an aspiration, but do you have the skills to actually pull it off? It’s ok to not accomplish that, there’s simply no shame in admitting there’re others better than you. As I said, the gatcha model of the game is what it is, ultimately not everyone is going to get the same rub of the green. I’m sure you knew what kind of game MCOC is when your first started, so there’s no reason to feel cheated or mislead by your inability to clear content based on current roster inadequacies.
I was formerly from Xnig’s alliance, there are certainly some issues and also the tonality in which he attempts to voice his opinions which I don’t agree with, but on this matter I have to say that I agree on the most part with him.
Nodes wise, majority of them are fine.
The only thing that was challenging about my 6.4 legends run was the battle against the Zzzz monsters. Other than that fights were getting done in a jiffy.
I’m not one to make suggestions, but kabam is currently looking at how to alleviate this issue that you’re facing.
I would like the opportunity to more purposefully pull up the champs I want to use with a universally limited resource like masteries if I wanted and had the resources available.