**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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If you want to take maxed out 6 stars but not lesser rarities, why? Presumably it's because of the strength, rarity, and cool sports car factor. But they make the content too easy, so easy that you blast through it immediately.
You (general, not you specifically) want more of a challenge, right? Normally the challenging content requires dancing around, picking your spots and not getting hit. Correct? Not much challenge if you can just bumrush through.
What's wrong with the suggestion of using 3 and 4 stars if everything is too easy with 5 or 6 stars? Stakes are raised since getting hit will kill you and you get almost the exact same champ functionality so you aren't really missing out there. I guess you might miss out on some synergies, but that's an added layer of difficulty, right?
If I use a 4* archangel on the bleed path in variant 7, that will be a 45 hit fight instead of a 15 hit fight.
Is champ selection another problem? Maybe there's another champ that would meet your challenge needs. If Archangel reduces the fight to parry-heavy with no real challenge, maybe don't use him.
Another point backing why not just use lower champions, the risk of getting killed in one combo isn’t necessarily the challenge we want. If you fight winter soldier with a 2*, you’ll get killed in 1 combo, that is not fun.
Is it that you want more room for error, and that would be more fun? So you don't want the fights to just be a longer version of the same fight but you also don't want to use a champ with too little room for error.
Maybe don't use the optimal champ that makes the content so easy. That way you still have the benefit of the larger health pool but you might have a more engaging fight.
When Strange was nerfed in 12.0, I said the healing was over-nerfed at the time and based on the context of how other heals were adjusted and the strength of heals in general, compared across the entire game, the proper strength for Strange's heals should be at least three times stronger than in 12.0 as the absolute floor. I posted a detailed analysis of this. In 12.0.1, Strange's heals were adjusted upward to about 3x their 12.0 strength. I don't think the devs read my post and took my calculations; rather I believe I arrived through calculations at the same place the devs eventually arrived through their own datamining and review. I consider that one to be a bullseye not because I just predicted that something would change, but in precisely what way, and in a very specific time frame, how it ought to be changed to be a balanced adjustment. I also nailed the Parry adjustment, and precisely *how* it should be adjusted and why (by placing it outside of DR calculations), significantly no one else did (although to be fair, I was one of very few people who understood how DR even worked back then).
I don't mind playing dueling resumes, but I think it isn't terribly productive in this case, as what's being discussed is not who's right or wrong, but what the devs believe. I often speculate on what the devs believe, based on my prior experience working with game developers. In some cases, though, I just ask them.
And I do remember you in the original Act 7 beta. I thought your comments were insightful in some key areas.
I want a fight that makes me think, not a fight I can do after a night of popping open cold ones with the boys. Coming at the same fight with a weaker champion doesn’t make the problem any more difficult to solve, it just makes it take longer.
So now you’ve got two ways of tackling it. Either use a champion who has super short duration bleeds so that the enemy doesn’t have many of them stacked on when the immunity shifts, or use somebody who has bleed and power control abilities. The nodes don’t have to be bleed-centric, you could swap out the damage over time debuff that the fight is themed around. Or you could do a whole lane of different DoT themed fights. There’s a lot of potential for playing around with it. But this is what I mean by challenging content. Something that makes you really have to sit down and think about how you could use your roster to play against it, and you have to execute with precision.
I’m a big proponent of ranking up who you enjoy playing with rather than what the meta dictates you need, and I love finding uses for my fun rank ups. But the problem is that there are so few places in game to let a player really run wild with these ranked up champions.
Honestly The majority of people who breeze through this could complete even if it was harder and would do so as well. We have extremely developed 5* roster and either fairly developed or well developed 6* rosters with a slew of R5 and R2 or R3 champs. When you have all champs in the game and all the counters at the base comparable level for the game then ya it’s typically easier.
They won’t just inflate the rewards here as then they would have to in other content as well to match or surpass like for Act 7. Other option is inflate the challenge which would not feel fun to grind harder for the same.
I wish they would but they won’t risk the game economy to do so. With the crawled rate of progression through tiers of champ power over the last 2-3 years this is inevitable to some degree unless you go back to punishing design of Act 6 original.
Without increased rewards though I would not want it harder for the sake of “challenge”. I and many others don’t need to white knuckle this game every time I play it and if I do I want to be getting something at the end that feels really worth it.
IMO Kabam is under no obligation to provide you with what you seek, when IMO you represent a tiny fraction of the player base who has the roster/skills to clear all content.
I'm old enough to remember when I was a round 1 Act 7.1 beta tester, and the community freaked out about how hard it was, so Kabam reworked their entire game node dynamic to put nodes that can help you as well as ones that bite you. And now, from my reading of the forums and from my own opinion, players think Act 7 is pretty fun. Still challenging to explore.
I don't find V7 easy, but also not ridiculously hard. You obv feel different. If you want challenge, then use four stars instead of your stacked roster.
Also, Kabam is not responsible for keeping you entertained 24 hours a day. If there isn't any content for you right now, then do some chores, play with your dog, take a walk in nature, do your homework. MCOC is a game, not a lifestyle.
I will never understand the vitriol to players saying there isn't any content to keep them engaged.
For example: Energize nodes makes a somewhat difficult fight for a Joe Fixit player, easy for a Magik player, and laughable for a Quake player. If you add on class/champion restrictions, it makes it more difficult for some players with a limited roster, or not any difference for a player with an expanded roster.
It seems like 6.4 Grandmaster is the poster child for acclaimed difficult content as it is not roster (RNG) based but skilled based. But if you have that type of fight in a lot more content it becomes less special (and may become a chore).
If you gate content for players only with an expanded roster (Eg. Thronebreaker) to make difficulty specialized for an expanded roster, it is still affected by RNG of rank up materials and so is the degree of difficulty can swing wildly. A Thronebreaker with R3 Doom, Aegon, Magneto does not compare to Thronebreaker R3 Guillotine, Ronin, Beast. You could then argue that the 5-star R5s would likely make them more comparable, but then you are defaulting into the "just use 4-stars for difficulty" argument.
The thing that nobody on the forums knows, is whether the 'difficulty' makes business sense for Kabam (percentage of players that engage, percentage of players that complete, percentage of players that explore, percentage of players on forum saying 'too easy/hard' vs percentage of players not on forums).
Just look at the Kabam offers - they are all uniformly terrible, but there is some business reason for Kabam to keep offering them.
Also this looks like it is a roaster test as well. I don't see a problem with it.
Just would have loved some more stuff geared to 6* champs.