**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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To finish.. my problem isn’t that I completed act 1-5 too fast and listened to youtubers my problem is I’ve completed everything in the game and the monthly content’s effort vs rewards is not worth the time it takes
Last two months I finished Cav exploration within between 24hrs and a week of it releasing. I'd hardly call that taking ages to do
I can’t agree on the time it takes as I don’t think it takes an absurd amount of time.
And I do somewhat agree on rewards, but only in the sense that I feel you should get a reward selector upon exploration where you can Pick an extra T2a or the current T5b amount.
The RNG in this game messed us up a lot.if you ranked up a useless champion for a difficulty y’all keep complaining that the rewards aren’t worth,and they change the node,y’all deserved it!!
I don't like it. Feels like the poisons don't trigger often enough to benefit from gaining the fury. Don't like the passive weakness if the enemy isn't under a non damaging debuff.
Will give more feedback on other nodes when I 100% the first quest. But so far, I prefer the Disstrack variation much more.
Vexing Blight: Science Attackers gain an indefinite Passive Fury increasing Attack Rating by 20% every time they remove a Poison effect or are immune to one. Max Stacks 15.
@Kabam Miike @Kabam Zibiit
Science:
I agree with @ItsDamien. The poisons are not triggering often enough. A slight adjustment to 40-50% chance to proc per hit will be nice. The non-damaging debuff requirement is fine. Brought Void and She Hulk, even HT worked since it’s parry medium heavy and the incinerates deal normal damage.
Tech:
Interesting method of ramping up. Just getting a heal block will suffice, the armor break is icing. Didn’t have Warlock or Sentinel or the other regular healblockers/armor breakers ranked as a 4* so I brought in Yondu for the paths and Nebula for the Boss. Worked pretty well.
Cosmic:
A little troublesome with the 10% procs. Some fights (like Groot) were a little long since armor breaks don’t stick long enough. A slight buff to 20% procs will be nice.
Will post my feedback on the other 3 class nodes later after I’m done with the first 3 chapters.
My progress so far.
Only 100%ed Quest 1, and it’s 4.30am now. Lol
The Immortal hulks and Immortal abom update was the best i had seen yet. I just feel like this should be better.
It just works. This is how the benefits to bringing on the right champs should work at base. Brought Warlock, got my infection going, enemy was heal blocked and my furies stacked fast. More of this one.
1) Science
This one was weird. It wasn't particularly bad, but it wasn't fun. I think what frustrated me most about it was the Weak in the Knees node. It would force me to constantly Parry with HT just to remove the Weakness. Not the biggest problem, but it was just slightly annoying. An alternative would just be to extend it to any debuff.
2) Tech
This one was my favorite. The accessibility of Heal Blocks or Armor Breaks in the Tech class makes it easy for the opponent to melt against a good portion of the Tech class. Great job on this one.
3) Cosmic
The chance for the Fury to proc is low. What could work would be to add a node that would allow the attackers to inflict Armor Breaks for every buff/unique buff on them (maybe 10%?). This would make the Armor Breaks more accessible and in turn, allow attackers to gain more Furies without dragging on the fight.
4) Skill
Not too bad. Not sure why they made the node ignore Evades bypassed by AAR, though. A better alternative would be to grant the Fury every time the opponent fails to Evade an attack. This would allow more Skill champions to gain that class benefit. Other than that, it seemed fine.
5) Mutant
Nothing notably bad. The node combination works (at least through my limited exposure).
6) Mystic
My least favorite. At least Buffed Up gave Mystic champions something to Nullify. This node combination forces you to time your Nullifies with the Unstoppable buff that procs or else you lose out on your indefinite Prowess. An alternative could be Feats of Power + a node that inflicts a Slow on the defender every time you Nullify and grants you an indefinite Prowess every time an Unstoppable doesn't trigger.
This gives the Attacker something to Nullify instead of just relying on trying to Nullify the Unstoppable buff while the defender is Stun Immune.
Overall, it was a step up in difficulty when compared to the previous iteration of nodes, but that's a good thing, at least IMO. Of course some things could be changed to help the length of fights, but they're just little tweaks.