**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.
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Yeah i agree with this and was something i stated when they first announced act 6 and the removal of 4*s. Story content should the most accessible content in the game.
They should of made Act 6 like variants 2-4 and variants like 6.2-6.4 and adjusted the rewards accordingly.
Variants is basically a repeat of old Monthly EQ but with a higher difficulty which would be effectively Caviler Difficulty.
@Worknprogress
No rewards would be toned down accordingly but they should still offer some form of progression. Just as previous acts have. Which if you look at the variants rewards is exactly what that does.
I often recommend to other players that once they 100% Act 5 work on 100% Variants 2-4 as they help you progress.
All it takes is some perseverance and/or skill. I don’t have Man Thing for that Acid Wash Mysterio fight as well. Guess what? I got through it with Blade with GR synergy. Others have got through it with SL/G99 and I’m sure, other counters.
If you want to clear the content that badly, then show some spine and stop asking for it to be made easier.
Lol this is so laughable.
I only pulled Corvus like a month ago. Guess i'm now ready for act 6 right
Oh wait
I have 100% 6.1
70% 6.2
100% 6.3
19% 6.4
all without Corvus.
You guys are basically using the same champs to complete content. Then complaining about difficulty. Corvus, Aegon, Ghost, Quake are in a league of their own in terms of dealing with most stuff in game compared to other champs
Also your suggestion is to abuse a bug to complete this path ?
It clearly says in the node description that it Reduces all damage from other sources by 75% yet because of Suicides and Willpower it allows you to do normal damage because you are healing and striking. Well done you found a way to go around a node design without dealing with the node.
I bet you probably did the Mysterio fight with the cosmic buff being bugged too right. Just Corvus steam rolling through it.
How did you deal with VTD ? Probably just used the Nick fury cheese. Wow guys this content is so easy just let VTD kill you and you can totally bypass the fight and not deal with it.
personally don't use suicides and never bothered to unlock them. But i guess i'm not ready for act 6 content right >.>
You know who else didn't have CG for a very very long time ? BG and that guys plays the game as a job. But of course its not because of RNG its because he didn't develop his roster right
Also i don't need them to get past this content. I Have Magic.
But the advice to use a bug to get around content just leads to issues such as MS and BWCV where people who have no interest in unlocking said masteries doing so and finding out this method no longer works. Is that really what should be promted as the way to deal with this path
I'd push for per path reward chests (on the paths with the current nodes and with 1 nodeless path) that still add up to the existing total rewards. That way the overall rewards haven't changed at all, there's value in approaching it over time vs not getting anything unless you 100% and I (and many others) are saying Funk Dat 100% foolishness.
You need to spend less time in the game because you are losing the ability to read. Also that your default response to everything is always "They just complaining because its too hard for them."
If i want to i can 100% act 6 right now. I Don't because its not fun just like the guy who posted about the blade fight. i have no interest in doing 400+ hit fights.
I'll have abyss done in a few weeks.
Not bad for a mid tier player right
Saying you have no interest in unlocking them is just being stubborn really. Also if you don't think bwcv and Ms should have been fixed then I really am wasting my time here
You actually bothered to read the nodes on the path ? No let me educate you then
Every time you get a bar of power you are inflicted with Power Sting. if you throw a special you take damage if you have limbo active at the time then you will heal back that damage when limbo expires. Magic Awakened triggers limbo when she gets a bar of power. so basically strategy is work upto a 2 bars of power and throw a sp2 and repeat.
No suicides needed. Amazing right
Why do i need to unlock something i have no need for ? I have played this game for over 3 years and in all that time i have never thought you know what i need to farm up 2500 units to unlock Suicides so i can leave them unused in my mastery tab.
How exactly am i being stubborn because i don't want to play a certain way ? I enjoy champions like Hyperion who throw a lot of specials so why bother with suicides. Also suicides players are often having to turn them on then off multiple of times. Why do i want to do that or have an extra cost when i can get by without them. Oh look its a void fight better turn of suicides. Oh i need to turn off suicides to place defense then turn them back on for attack. Everyone hates doing this.
So tell me again why i should be doing this?
You didn't bother reading or commenting on the fact what the other guy said appears to be a bug yet want to focus on me and my comment regarding MS and BWCV. My comment in regards to this was there was loads of videos and people were recommending these champs showcasing the bugged ability which led to people making decisions of rank ups or AGs etc when it was later announced to be fixed there was a lot of backlash because people were led to believe this was working correctly and made decisions which couldn't be taken back. So if this "bug" is promoted as the way to deal with this content and people spend 2500 units to unlock those masteries they may find it gets fixed and now they wasted those units on something they may have otherwise not wanted to do. Will they get reimbursed for it... No they won't.
The power sting is fairly minimal.
And you do you man. I don't run suicides normally either but I have them and most masteries unlocked bc it's smart to do so by this point in the game. Having options to make things easier is just so stupid....
I addressed his suggestion that everyone play the game like it's a legends run being silly earlier. It still is.
I think it's pretty clear that the concept of gates and narrowing down viable Champions to a handful of selections are poor ways to "encourage" roster diversity, because they exclusively punish players. I like the idea of give-and-take, so I am encouraging Kabam to think about exclusively creating (at least for the foreseeable future until there's more of a balance of Node possibilities) Nodes that either exclusively reward players for using more than the narrowed selection of Champions, or for give-and-take Nodes that provide a challenge, but if you bring the right kind of Champion into the fight, you get a boost to your combat effectiveness or your defenses.
For example, create Nodes (point-of-contact and global) that give the Defender -50% physical contact damage from all incoming attacks (including Special Attacks), and have that apply to blocked attacks as well, but then allow attackers to bypass that by making their hits that do physical contact damage count as non-contact hits if they're using attackers that have a specific Synergy active (common ones, like the Rivals Synergy, for example). Do not make it dependent upon having a Synergy that applies to the whole team active; only the Champions that are the Synergy partners.
This encourages a broad swath of Champions to be brought to the fight, particularly older Champions who are more likely to have those broader Synergies. Champions like Red Guardian (for example) would not be great to bring to such fights because he only possesses narrow, unique Synergies. The Rivals Synergy would make ~64 Champions (from all 6 Classes) viable for those fights. I fully admit that this is an off-the-cuff, crude example, but it would work, and still give old and new players reasons to dust off unused Champions (or use the only ones that RNG has blessed them with) to combat these challenges. This is just one simple example of how Kabam can use existing structures to bring new challenges into the game that don't rely on using Quake, Ghost, Corvus, or the newest Champion of the month to get past.
Best wishes!
If you read the node, the interaction you are prompting is a bug. Your hits should not be doing normal damage they should be doing 25% damage all the time. The heal from willpower would be doing 400% damage ( no idea on what that figure is i think its like 150 so would do 600 damage a tick but could be wrong ). 600 damage a tick sounds like a long fight where you would still have to deal with the 200% power gain.
You come into the thread and say i'm wrong and act like i am being stupid by not using Corvus to Cheese this path and then get butt hurt when you called out on it.
You may well be knowledgeable but you are wrong in the strategy for this path is willpower heal and corvus. at this moment in time it works but you are almost sure by the wording of the node that its not working as intended. If the intention was that you can do normal damage while healing would it not of been described as such ?
Did i say it wasn't ?
have i been posting that no one likes Act 6 ?
I actually enjoyed the collector fight and will be the first thing i go back to when i want to go back to act 6.
The fact you are posting in this thread is a good enough indicator that there is a fair amount of people who didn't find act 6 fun. Others would of, BG seemed to enjoy his 6.2 runs, on the flip side he hated 6.3 legends run.
However you and your alliance team mate want to come in here and tell me how i am moaning because its too hard. That i'm just a mid tier player not ready for act 6. I am not ready for act 6 because i don't have x y z champion. Like i said if i really wanted to i could go and just get it done 100%. But tell me why i would do it if i am not enjoying it to then possibly get rewards that give me no immediate satisfaction. There is no motivation for me at this time to 100% act 6.
But Act 6 is also permanent story arc content, and the story arc content is also intended to be the core progressional content. Its supposed to be a moderate challenge for the vast majority of players, not just end game content for the highest skill and roster players. This would be okay if it was challenging for end game players with their current end game rosters, and eventually doable by average players with what will be judged as reasonably strong rosters down the road. But unlike Realm of Legends or even Labyrinth of Legends, I don't think Act 6 can be "outleveled" by less skilled players in any reasonable amount of time because Act 6 is, relatively speaking, tuned for champion strengths we simply aren't going to ever see unless Kabam makes future champion power creep completely ridiculous.
The highest skill players in the game can do Act 5 with 4/40s. But average players can go in there with 4/55s and even possibly some 5/65-level champs eventually, provided they can get past the Collector. That's two or three relative ranks higher. There's no equivalent for Act 6. Even the highest skill players are generally going into Act 6 with rank 4s and 5s, and 6* rank 3s aren't that much stronger. Extrapolating the numbers, if we were to hand average players full rosters of 6* rank 5s, those would be about 1.5 ranks stronger than 5/65 champs in terms of how rank ups typically increase strength. Those would be like handing average players a roster of champs slightly stronger than 5* rank 3 to explore Act 5. And that's before factoring in the especially strong fights in Act 6; this is just comparing "minions" in both Acts. To really get the equivalent of three ranks higher in Act 5 would probably require four ranks higher in Act 6, which simply doesn't exist when Kabam's diminished rank up pattern in 6* champs is half as strong: four ranks higher in terms of 5* rank differentials is eight ranks higher in 6* rank differentials above rank 2.
Its easy to say if I can do it they should be forced to do it also, but that's ignoring the reality of the wide range of capability in the playerbase. Failure should always be an option when we're talking about content explicitly intended to test players strength: at some point players will hit a piece of content they cannot do. I never managed the Maze before it disappeared, and that's fine. But the one place that *shouldn't* happen, in my opinion, is in the story arc content. It is ironic to me that players can eventually outlevel and beat Realm of Legends, and they can eventually outlevel and beat Labyrinth of Legends, two pieces of top tier end game content when they were released. But I don't think players will ever likely outlevel Act 6 in its current form, and that's supposed to be content for (almost) everyone.
I even wonder if it is more likely players would sooner one day outlevel and tackle the Abyss than Act 6 in its current state, and that's ridiculous.