**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.
Options
Comments
Lastly, let me do a final fact check on your last statement about me and Xnig being alliance mates. The nerve you have once again with all these untruths and you just at said at the end that it’s not fun/enjoyable for you. Why are you contradicting yourself? Be more consistent, bruh,
Act 5, at that point when 5.4 was released, was catered for 5* R4s. (I distinctly remembering only being able to bring in a max rank of 5*R4s for my 5.4 legends run) In the current state, players have been out leveling it by one rank and exploring Act 5 with 5* R5s.
Extrapolating this for A6, given Abyss was released prior to the whole of A6, A6 was most likely tuned for 6*R3s and possibly 6*R4s. In addition, an added objective of “testing the players’ knowledge of the rpg elements of the game” was incorporated in the design, which required players to know what champs to use for certain encounters.
Given that rank up resources are much rarer to bring 6*s to R3s, time is a factor that needs to be considered as well. We are jumping the gun too early to say the Act is too difficult and we’ve not given ourselves time to catch-up to the level in which the average player needs to clear the content. (I believe there are players who are not even Elders Bane trying out A6 then complaining that it’s too difficult for them).
I guess a good takeaway from all these demands is that a good majority of parents will storm into the principal’s office and complain that a test was too hard, resulting in their kid failing the test. They then demand that the test be made easier so that their kid can pass the test with his current knowledge.
Oh and the questions set should not be too specific as well, otherwise it’ll be too demanding on the child.
👍🏻
cool you still came in here promoting a bug as a solution to content so pat on the back for you. here take another pat on the back because it seems like you could do with it.
Bruh read what i said through every single post. No Contradictions. Act 6 is not enjoyable content for me period.
Well i just assumed you were alliance mates because you you seem to popping up a lot to back him and respond to me on his behalf.
Oh and have you ever considered that these are my own personal opinions with no external influence whatsoever? Everyone can see that Xnig and I do not have any existing relationship.
"In the prime storyline, you just finished Act 5. Yay! The next part of the story will be too hard unless you do a bunch of "optional" side stuff and then complete another "optional" permanent bonus quest, maybe several times, and then more "optional" stuff we haven't made yet. Then the next part of the prime story will just be annoying. Once you get to it in a year or so."
The next thing to happen would probably be me checking out that Archero game I keep hearing about and finishing up Spider-Man PS4.
only thing enjoyable about it was the collector fight.
So the kids who started from day 100 will be unable to do the test NOW, until they’ve spent some TIME and saved enough to acquire that calculator.
Not too hard to understand no?
- “Finished“ as in “completed” or “explored”?
I vaguely remember that 6.1 was pretty easy to explore after exploring A5. 6.2 was harder and more demanding roster wise, but each quest had 10 paths, which meant more time was needed to finish them up, which also meant giving more time for players to build up their rosters.
To get back on topic. Kabam should
1) AQ 30 min timers
2) update daily rewards. We should not still get getting xp boosts, 3 star sig stones and all these things that are no longer relevant to our account for uncollected.
3) give guaranteed progression rewards for all end game content
4) 6 star arena. Followed by a top 800 for 5 star arena or top 5%
5) remove the 5 star sig stone hold that is stopping players from progressing.
Restricting with options I mean say there's a node
where the needed course of action is hitting into the defender's block to do all your damage. Every champ can hit into a block for a bit of damage. There are a few champs that can crit into a block or hit for massive damage into a block.
Restricted it to champs that can do a certain thing and there are many options in that group.
Say there's path where all the defenders are bleeding for 0 damage. I stock the path with champs where bleeding is beneficial for them. Cable, Elsa, KM, Omega Red, Abomination, Sinister, etc.
Now you have to consider who can deal with or remove the bleeds.
End up seeing people fighting
Same old guys with new things to fight upon
Dr. Zola
But I don't think that's the case for my own analysis of Act 6. I believe I'm giving Act 6 every possible benefit of the doubt. I'm factoring in *maximal* roster growth possible given what the game allows. I'm not factoring in random champion acquisition bottlenecks. I'm ignoring all of the special case fights in Act 6. I'm looking that the least objectionable case of just getting through the average path on the map, and what the relative effort is between Act 4, Act 5, and Act 6. The *actual* difficulty curve is steeper than that. But that alone says the difficulty curve races upward faster than any conceivable roster growth.
The one thing I don't account for is the possibility of extreme power creep. In other words, champions released in 2021 and 2022 being so much more powerful than predecessors that they are totally incomparable in strength, not just stronger, but many times stronger than even champions released a year earlier. But that would create a separate, and even worse problem. Such champions would then become necessary for all future progress because future content would be balanced around them, and conversely acquiring even one of them at any rank by an early player would moot all the content in front of them instantly.
I think it is also important to note here that if we decide to just wait and see what happens, we're not going to actually "see" whether it is too difficult or not. It is easy to datamine success objectively. It is harder, but not impossible, to datamine failure objectively. But it is very difficult to datamine progress barriers until they have such a negative effect that it is too late to do anything about them for the generation of players that run into them. Because you don't see people succeeding in the content or failing in the content. You just see a diminishing amount of people even attempting it. And you won't easily be able to prove whether the reasons behind that are objectively difficulty or some other subjective problem. But when you finally figure out definitively, you can't just tweak things quickly enough to matter either. Remember that Act 6 is not just a piece of content, it is also the foundation for the difficulty of future content. If Act 6 is too difficult, then Book 2 Act 1 will also be too difficult, and so on. By the time we know for certain that it was too difficult, we'll have a lot more inertia to correct, and a lot more damage to undo than just Act 6.
I want to emphasize that I didn't look at Act 6 difficulty with the goal of lowering the difficulty of Act 6. Act 6 is almost besides the point for me, and I actually originally approached Act 6 from the perspective of trying to *justify* its difficulty, not prove it was wrong. What my analysis tells me is not that Act 6 is "too difficult" which is a subjective thing. It tells me that Act 6 was designed for the highest tier players in the game. And whether Act 6 is too difficult or not, that intent itself is wrong. If we erase Act 6 from our memories and ask how hard should Act 6 be if we were intending it to be played by average players with respectable rosters for players who had completed Act 5, there's no way we would come up with Act 6. Act 6 is monstrously ridiculous, if that was the target audience.
My worry is not that Act 6 is too difficult on its own. My worry is that mindset of designing all future content as if it is end game content is ultimately counter productive to the game's future. Act 6 just happens to be the place where the numbers have the most clarity. If we want to make the future of the game for (mostly) everyone, and not just the top players in the game, then Book 2 cannot continue the trend from Book 1. But if Book 2 doesn't have the extreme difficulty of Act 6, then Act 6 will look like an aberration. If Act 6 is a prerequisite for Book 2, then it doesn't matter what Book 2 looks like because many players won't reach it, unless there's a way for players to get through Act 6 and onto Book 2. And that's the main reason why I think Act 6 needs to be reexamined.
OF course this presumes my analysis of Book 1's difficulty is credible. I can't prove that in the literal sense. I can't even say I'm 100% certain all of my conclusions are correct. I can only say the evidence is strong enough that I think it is worth taking action to avoid the problems rather than try to fix them only if and after they've done enough damage to be impossible to ignore.
All 2015 champions that haven't already been buffed could get this solo synergy and maybe certain selected 2016 champions. It's designed to offer older champions a bit more ability to go toe to toe with newer champs.
Legend of the Contest (solo synergy)
When this Champion is the Attacker and the Defender does not have this Synergy, this Champion starts the fight with +10% Attack Rating and +10% Health Rating.