**WINTER OF WOE - BONUS OBJECTIVE POINT**
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
There is currently an issue where some Alliances are are unable to find a match in Alliance Wars, or are receiving Byes without getting the benefits of the Win. We will be adjusting the Season Points of the Alliances that are affected within the coming weeks, and will be working to compensate them for their missed Per War rewards as well.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
Futile 6.2.5 Mordo boss nerf
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Comments
The same can't be said about mordo who needs his own counters. Which are then further limited by the fact that there's spite, hurt locker, and special delivery on him as well.
Most counters get absolutely ruined by AAR. Quake's evades fail, wasps passive stun doesn't proc, voids debuffs don't apply, blades danger sense barely works, ghost doesn't phase.
This whole you can do it with 50% ability accuracy is a joke. It's a bad node, no amount of mental gymnastics will change that.
For the record, it took BG 43 streams and around 100 hours to 100% 6.2, including Mordo, and he was lucky to have and be experienced with a 5/65 Void. The fight would be manageable if SIN was removed. The other nodes are difficult, but none are BS. SIN is BS and should be removed. The only reality I could see being fair if SIN stayed was if when all your teammates are alive, you get +x% ability accuracy and attack. That would be fair, and would actually benefit your team if you had "Strength in Numbers".
I've already 100% act 6, this fight is in the past for me. The nerfs were lackluster and that's what I'm addressing. The "fisher price version" has the same effect as the og
A team revive is 100 units, either save them or buy one before you start on the boss. It is not rocket science. Less time
Crying and begging for further nerf and you could grind th units in arena to buy the items to clear him.
Sure, I can try to chip away a couple health points, but it’s a waste of a team revive.
The same can't be said about mordo who needs his own counters. Which are then further limited by the fact that there's spite, hurt locker, and special delivery on him as well.
Most counters get absolutely ruined by AAR. Quake's evades fail, wasps passive stun doesn't proc, voids debuffs don't apply, blades danger sense barely works, ghost doesn't phase.
This whole you can do it with 50% ability accuracy is a joke. It's a bad node, no amount of mental gymnastics will change that.
What does mordo need a counter for? It seems you are trying to cheese a champion that is very easy to beat without cheese.
Is that a joke? If you don't manage the power gain, you get CLAPT by sp3s...
Ofc you can do Mordo w/ any champ. It's also very expensive and not worth attempting.
Mordo is very easy with any champion, you can manage the power gain pretty easily, as it goes away if you hit him. In addition he listed void, the interesting thing about void is he works great with some AAR, even up to 50%, it means debuffs will last on him longer, killing him more and helping to manage his power better.
I'm not a fan of S.I.N either but if you're able to get these free from calendars, why not save them to use? I don't understand the logic behind that. You don't have to spend anything if you save. Maybe you won't get to mordo with your entire team dead. Just revive the dead one.
The difference between that and reverse controls is that reverse controls is skill based, will SIN isn’t.
I suggested it be removed. They didn't remove it. It's annoying and cheap but bottom line is they decided to leave it for whatever reason. It doesn't restrict who you can bring. You can still possibly take the fight with dead team members. People are just gonna have to deal with it.
Act 6 in general was basically gutted. Are there still some annoying and restrictive paths/fights even after the final changes? Absolutely. It's still basically going to be an absolute joke compared to the original version. People didn't get every change they wanted, okay either deal with it and finish the content anyway or just never explore it.
You can also learn to buypass his astro evade by timing parries.
If you got a bonus for having a full team I could understand it a bit more but its soul purpose is to drain resources rather than test your ability in the fight.
Special delivery and hurt locker is a really bad combo. Remove 1 of them at least and the fight will be better. Even keep the other stupid nodes, that’s fine.