**BANQUET EVENT PSA**
To fully participate in the upcoming Banquet's Alliance Event you will need to be in your alliance for 14 days prior to the event's start date on December 20th. That means, stay in your alliance from December 6th onwards to enjoy all there is to offer in the Banquet event.
To fully participate in the upcoming Banquet's Alliance Event you will need to be in your alliance for 14 days prior to the event's start date on December 20th. That means, stay in your alliance from December 6th onwards to enjoy all there is to offer in the Banquet event.
**Not Another Anime Reference Solo Event Returning**
This solo event has been fixed and will appear in game again on December 10th and will run through the 17th.
Reminder: This event is available to Paragon+ Summoners
This solo event has been fixed and will appear in game again on December 10th and will run through the 17th.
Reminder: This event is available to Paragon+ Summoners
Comments
Nevertheless, in my experience running through variant 3-5 exploration, there's some severely restrictive paths that require you to have a counter, even if it's the 4* version. The attack values are absurd, and the block damage is benign.
I can't think of v4 as anything other than a cheapshot. Can't exactly call it hard when all my item use came from brute forcing caustic temper with gamora.
There are some restrictive fights in variants but being able to bring in 4* make them minor annoyances rather than roadblocks
It's not "easy". I've explored all content in the game 100%, I find this on-par with 6.3 / 6.4 in terms of exploration. I'm officially at the 51% explored mark, and there are some very challenging paths that require a developed roster.
Let's not get all melodramatic. There is maybe 0.5% of the playerbase that can complete this content itemless and "faceroll" it, but should act 7 be made for the 0.5%? No, it should be made for Thronebreakers, and should be aimed somewhere in the middle of that group.
I saw you used revives, if it wasn't challenging and so easy, why the revive? It is the attitude shift, that is all. Want to make it more challenging? play with one hand. Stop complaining for difficulty of story content that everyone has to go through to progress. It is meant to be fun, and not overly hard.
6.1 Sabre: You can't dash back more than twice, so you have to block hits of his specials while he has oscillate which means lots of block damage.
6.2 Sinister: You have to have buffs to do damage, but we're going to punish you for having buffs.
6.2 OR: You get degened by the global, so OR is going to melt you.
6.2 Mordo: Crazy power gain and a defensive state so you're likely to die, and when you do, your whole team will suffer. Not to mention you're going to die from the global unless you use tons of heavies, but you can't attack him while he's stunned.
6.2 No Retreat Champion: Extremely high block pen and a phase where you get stunned if you make any contact while he's unstoppable, but you get punished for dashing back.
6.3 CAIW: He will throw a Sp3, but most power controlling abilities will be glanced.
Not to mention the vast amount of BS path fights like 6.1.6 and 6.2.5 Electro, 6.2.6 Killmonger, 6.4.1 Gwenpool, and whole paths like Can't Stop Won't Stop. These are just a few of many. For a much better and in-depth analysis, I can't possibly do any better than this man right here:
https://forums.playcontestofchampions.com/en/discussion/226119/act-6-focus-group-feedback/p1
Meanwhile in Act 7:
You'll take debuffs on this path, but if you use this type of champ in a certain way, you can shrug the debuffs.
You need this type of debuff to do damage, but if you use this kind of champ in a certain way, you can place that debuff.
You need this type of buff to do damage, but if you use this type of champ in a certain way, you can get that buff.
See a pattern here? Act 6 hurts you for the very thing it requires of you while Act 7 has found that perfect combination of roster and skill dependancy and in trade, you get damage boosts. I couldn't possibly ask for more.
Things like legends rewards don’t help here either because they encourage you to smash 3 months worth of dev work in as fast a time as possible.
This iteration of Act content rewards you for playing in a certain, usually skilful way, but doesn’t overtly penalise you for not being able to meet these exacting conditions.
If you take the can’t stop won’t stop in 7.1 compared to 6.3 IIRC you’ve got a far more rounded piece of content:
6.3 - Ignore the node and do minimal damage - direct counters can be counted on one hand.
7.2 Ignore the node and do minimal damage. Incorporate heavy attacks while using mystics and gain unstoppable, or manage the unstoppable timers and gain unstoppable.
Personally, I’d rather the fun rather than just use Magneto.
Its a weird feeling for sure in that I'm not accustomed to actually enjoying SQ (its been a minute for sure) but I like it!
Imagine reading past the first sentence, wouldn’t that be a miracle, that’d be a nice one to factor into your own progression curve.
I had people in my alliance explore everything and use less than 5 revives total. Unfortunately there is no middle ground.