Why 6.2.5 needs to be nerfed again and/or reworked
Crazy_Jamie
Member Posts: 345 ★★
First of all, some context. I am an endgame player. I've done Lol, Abyss, 100% on 7.1 and 100% on all the variants except Variant 1. I'm a tier 1/2 war player and tend to get 10-12 kills per war at that level in most wars running path 9, usually with no deaths. So I know my way around the game.
I'm looking at finishing off Act 6 100% and had left maybe 4-5 paths each in 6.2.5 and 6.2.6. I went back and did them all in the last week or so. I just finished the last 6.2.5 path now. I didn't spend any units to do it. Just used items I had in my stash, mostly revives from solo events and health potions from the valentines event. And whilst I actually didn't think 6.2.6 was too bad on the whole, 6.2.5 clearly needs a further nerf or rework in my view.
Why? It's not the boss so much. I think that Mordo is still too difficult for 6.2, but there are a few options to one shot him (or at least get him to 1%, die, and let another champ finish him). So I'm not going to grumble about a boss being a bit too hard. The paths, however, are a different matter. Simply put, there are too many fights with horrible node combinations that have no or very few effective counters, especially when combined with the global node and path requirements. To give one example, Magik on the 6* path with stun immunity, 100% energize and brute force is just silly. Falcon is one of very few counters I can think of (she melted my 6* Rulk), and even then you're still dying at the end because of the global even if you can play around brute force while redwing is on cooldown. To have that node combination on a 6* path, when players by definition have far fewer 6* options, is a step too far for me, and there are a lot of defenders and node combinations like that.
I am by no means against hard content, and I entirely appreciate that certain paths in Act 6 will raise an eyebrow with their difficulty given the different direction that Act 7 has gone in. I'm not asking for wholesale changes to Act 6, because they're not needed. But 6.2.5 still gets the balance entirely wrong in my view. Content can and should be difficult but it should also be enjoyable. I feel like a lot of the Act 6 tweaks brought that balance back, but as an endgame player 6.2.5 sticks out to me as content that in many places doesn't give the player a fair shot at getting defenders down in one, and frankly just isn't fun.
So again, this is not a "this content is too hard for me" thread. It wasn't too hard for me. I didn't spend any units to finish it. But nevertheless, I just think 6.2.5 is still bad content as things stand, and needs to be looked at again.
I'm looking at finishing off Act 6 100% and had left maybe 4-5 paths each in 6.2.5 and 6.2.6. I went back and did them all in the last week or so. I just finished the last 6.2.5 path now. I didn't spend any units to do it. Just used items I had in my stash, mostly revives from solo events and health potions from the valentines event. And whilst I actually didn't think 6.2.6 was too bad on the whole, 6.2.5 clearly needs a further nerf or rework in my view.
Why? It's not the boss so much. I think that Mordo is still too difficult for 6.2, but there are a few options to one shot him (or at least get him to 1%, die, and let another champ finish him). So I'm not going to grumble about a boss being a bit too hard. The paths, however, are a different matter. Simply put, there are too many fights with horrible node combinations that have no or very few effective counters, especially when combined with the global node and path requirements. To give one example, Magik on the 6* path with stun immunity, 100% energize and brute force is just silly. Falcon is one of very few counters I can think of (she melted my 6* Rulk), and even then you're still dying at the end because of the global even if you can play around brute force while redwing is on cooldown. To have that node combination on a 6* path, when players by definition have far fewer 6* options, is a step too far for me, and there are a lot of defenders and node combinations like that.
I am by no means against hard content, and I entirely appreciate that certain paths in Act 6 will raise an eyebrow with their difficulty given the different direction that Act 7 has gone in. I'm not asking for wholesale changes to Act 6, because they're not needed. But 6.2.5 still gets the balance entirely wrong in my view. Content can and should be difficult but it should also be enjoyable. I feel like a lot of the Act 6 tweaks brought that balance back, but as an endgame player 6.2.5 sticks out to me as content that in many places doesn't give the player a fair shot at getting defenders down in one, and frankly just isn't fun.
So again, this is not a "this content is too hard for me" thread. It wasn't too hard for me. I didn't spend any units to finish it. But nevertheless, I just think 6.2.5 is still bad content as things stand, and needs to be looked at again.
Post edited by Kabam Porthos on
19
Comments
Did my first clear of 6.2.5 about a month ago, took the hela-stun immune colossus path.
It was fairly easy for me, but the other paths looked really annoying to do. The boss wasn’t that hard, used 2 revives and just quaked him down. Wouldn’t mind some of the paths being tweaked down a little bit (at least remove some of the gates) and for the boss all I would suggest is maybe remove SIN because it’s a terrible node
1. You can't gain charges on heavy attacks
2. Add negative charges if you do heavies/intercept when you have no charges.