**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.
Comments
Removing diss track was a move in the right direction. But the nodes? Oh my god are they horrible.
The previous node required you to let a debuff expire to get a fury. Simple. Efficient. Beautiful.
Now? Let’s see:
First, you need to have a non-damaging debuff at ALL times or you get a weakness. Any benefit from letting it expire? No.
It is just detrimental to the player if you DON’T have it.
You need to hit the opponent to get the poison debuff which in turn you need to convert to fury by dexing or parrying.
How was this a good change?
First, it’s RNG. In many fights I didn’t get over the 7th fury.
Second. Now we depend on the opponent to do something if we want the fury. If they don’t dash then you eat all the damage from the poison and there’s nothing you can do since you are at the AI’s mercy. GREAT.
How was making this so convoluted and complicated helped in speeding up clear times? That was your aim correct? Well you missed the mark.
Please re-think this node or better yet, return to the old one.
There are so many science champs that inflict a non-damaging debuff. And to remove the poisons, you just need to either parry or evade an attack, how is that difficult?
Science champs that inflict non-damaging debuffs: ALL (since stun is a non-damaging debuff, and you need to parry to remove the poisons anyway)
Excluding stun, I’ve used Void SheHulk SpiderGwen Wasp CptIW and Quake. They all work.
I’ll record a video when I’m clearing on my alt.
I wouldn’t consider this speed as slow or troublesome though. Used SG for the whole path except HT for Stryfe, and wasn’t paying much attention to playing well.
Why is it always about difficulty? A node can be easy and still not be a well designed one.
I can clear the chapter no problem. For one, I run resonate lol
That has absolutely nothing to do with the fact that they switched a node that was fast for another one that is not fast and is much more complicated under the concept of making it faster. They wanted to reduce the time it takes us to clear it. They didn’t.
There’s no need for this node or it’s complexity. The past one worked much better.
A. Use a science champ that can inflict a non-damaging debuff.
B. If not poison immune, parry/dex to remove it.
🤦🏻♂️
It seems that anything that is remotely an inconvenience is complained about.
Oh wait.
Taking inclusivity into account, how many champs in the science class can fulfill the conditions for this current node? All of them.
Even if they do not apply a non-damaging debuff out of stun/resonate, they will still be able to do the quest, either at a +150%/250% attack increase, depending on whether the bonus from the node is multiplicative or additive.
For the previous Diss Track, how many champs can do it if they do not fulfill the node criteria? None.
So overall, I find that the node was well designed and with respect to clearing speed, about the same as previous, if not faster.
https://youtu.be/LOGK9zqxisg
Tech was easy. Warlock’s infections last very long, and so many champs are able to healblock/armor break in the tech class. (I used Yondu on my 4* challenge. Yay.) You just need to play around the unstoppable/falter timers which... wait for it..., is where the skill comes in.
No they don’t introduce these nodes to make you rank up champs IF you have a diverse roster of 4/5/6*s. If you’re top heavy and only rank god tiers, and higher rarity ones at that, you’re gonna be in a position.
I found these nodes more interesting than the previous ones. 😊
I wasn't a huge fan of some of the changes (mystic and science in particular) but it wasn't THAT bad
1)Science: As other's have said, poison doesn't trigger enough and it takes a long time to ramp up your furies. Fights drag on here but thankfully, there are easy enimies in this quest.
2)Tech: My favorite so far. Warlock absolutely crushes it. Was getting 35K heavies and 16K mediums with my rank 4.
3)Cosmic: This was also fun with Terrax and Silver Surfer but it seems that I wasn't getting furies on every hit into armor broken opponents. Fights usually lasted around 60 hits with Terrax since he was unawakened.
4)Skill: I despise this one. So few counters. I quaked the entire path involving YJ and quaked the boss. This one could have been miles better.
This is all I have done so far.
Still not a fan of the mystic or science changes. They felt A LOT slower than the old ones. Not any harder just slower
Also I still wish they'd give up on the 4* challenge thing. Either start giving us rank up gems in completion rewards or do something about T4cc availability.
Science: Shehulk, Red guardian, Void
Tech: Warlock, hulkbuster
Cosmic: Corvus, CGR
Skill: hitmonkey, Elsa, Falcon
Mutant: Prof x, Magneto , Wolverine
Mystic: Doom, Sorcerer supreme, Dragonman
Feedback:
Positives: Tech node is an improvement as the previous node frequently didn't trigger due to pacify masteries. Mutant node is very accessible and fun.
Rate of gaining buffs (fury, prowess) was noticably slower in the new cosmic and mystic nodes
Bad: Science and Skill quest had a noticable increase in time required to get through, pushing cav difficulty times akin to when they were originally released which is opposite of what dev notes has stated that you wanted to reduce time for exploration overall.
Suggestions:
Science one needs a hard look at, too much going on there.
Cosmic one could use number tweaks to gain fury much faster.
Remove the AAR thing from skill one to open up more champs for that node
Mystic one has awkward timing when you want to convert your prowess into permanent, could add a line that when preventing an unstoppable from triggering (like from slow), gain a permanent prowess.
Overall time for completion/exploration was at a good point in the January event quest. Appreciate the attempt to diversify the nodes to encourage different champions but time expenditure is a step backwards. Hoping for improvements by next month.
If Blade is the only 4* skill you have ranked up, then it’s an issue, no?
Also, paragraphs.
That video didn’t help your cause.
I haven’t gotten into cav difficulty yet, it doesn’t look or sound hard. I’m not complaining. But this video doesn’t make it look appealing haha.
5 slots, 1 champ took the whole path. Doesn’t matter what health she was at at the end.
Working as intended.
I’m not saying one should finish full health everytime. But we are talking about 60% of your health. Dude I don’t care you got hit. For you, it didn’t matter what health you ended on. For others it’ll be different. 🤷♂️