If someone has an idea that would resolve the problem, instead of just pushing the problem somewhere else they don't care about as much (but other people would), I would love to hear it.
I might have such an idea that would at least make it more manageable: Replace half the debuffs in the rotation with heal block debuffs. That way, players would still be permanently heal blocked unless they got rid of the debuffs by using the nodes/intended playstyle. Suicide users would still be at a disadvantage due to being heal blocked some of the time, but not as much as currently, while also not allowing endless regen for anyone else.
The design is not well thought through. I get that the node places a ton of debuffs on you, so they don’t want massive healing going on for free with willpower. But, it actively works against a mastery that is available in the game that is supposed to help.
I find the heal block annoying as well, but I don't buy the idea that suicides are "supposed to help" so heal block is unfair. Suicides are supposed to have a trade off, they aren't supposed to just be universally wonderful. If it is unfair for a node to hurt suicide masteries, then what of things like Spectre that hurt Willpower. Is that unfair as well?
I don't think this is poorly thought out as well. I'm pretty sure the devs know what the impact is, and are choosing from a list of equally problematic options. For example, you could make the debuffs passives instead: then they wouldn't interact with Willpower, but they would also become invisible to champions that can shake off debuffs. Is that fair? We can go even further, and make them not debuffs and not passives, so Willpower doesn't interact with them but they behave differently from normal passive effects, but then we would confuse 99% of the playerbase into not understanding what the heck they were seeing and getting into fist fights over what a passive effect is, again.
It is really the current limitations of the game engine, and the limitations on the players ability to remember and deal with complex mechanics, that is at work here, not "lazy design" as I've heard it referred to elsewhere. If someone has an idea that would resolve the problem, instead of just pushing the problem somewhere else they don't care about as much (but other people would), I would love to hear it.
Does making the heal block a debuff which reapplies each time another non damaging debuff triggers a potential solution? That way when a non damaging debuff from the node is applied you are prevented from healing but once you shrug off/debuff drops off, you can heal normally. Doesn’t help non skill champs or champs that cannot shrug debuffs off but it may make using champs like fury/Elsa and the likes a bit easier with suicides. I am sure I am overlooking something that may make this a flawed suggestion.
This is an interesting idea. I had a couple objections initially, but after thinking about them further I think those objections are either flawed or aren't really all that important. If I still can't think of a good objection after sleeping on it, I will tie this one to a rock and toss it into the suggestion box.
Bring that NF Xforce synergy... or Moleman, crossbones, agent venom, Elsa, Aegon and shrug off.
I personally don't run suicides, but if I did, that's what I'd be doing. And honestly, not having suicides does not make the fights longer. One sp2 from Moleman after triggering frenzy and the fight is over. Run suicides if you want, but the time difference (other than a legends run) is pretty negligible in most fights. You either throw more basic attacks and less specials running suicides, or more specials without them that can make up the difference in many matches
Problem is not in the nodes but in the costs of masteries.
What is the point of masteries if I have to switch them off/on every few days? Obviously only to bring Kabam more profit.
Solution is to play all the time without them. Fights will be longer, I'll have to spend more ingame time which I don't wont to and next step is deleting game because my time as recourse is limited and more valuable than satisfaction I receive playing this game longer than I intended only for Kabam's profit margin to be thicker.
Or you could bring champs with immunities and run the path with suicides on.
MLM with shang chi then you're good to go. Only special you will use is sp2 which will be the end of it, so no recoil. Same with hit monkey; parry - medium + heavy, no bleed or poison build to the sp2, throw a medium+sp2 game over.
There are only 4 (or 5) champs out of 34 that can remove the suicide masteries. And the whole point of the skill quest is to use skill champs, not robots etc.
I don't use the specific class for lots of the quests. The point is to clear the lane. Skill champs make it easier but aren't necessary. Personally I'd rather clear it with whoever using no units than change my masteries for an EQ.
Honestly I'd prefer if Kabam replaced these 'heal block passive on node combos that give a lot of debuffs' with either a node that just disables Willpower (or maybe it only lets it trigger off 1 debuff at once, so you're not healing off 5 different debuffs at the same time?), or something along the lines of Spectre of Ailment 10% (which would basically be the defender gaining the effect of the Level 2 Despair Mastery)
Bring that NF Xforce synergy... or Moleman, crossbones, agent venom, Elsa, Aegon and shrug off.
I personally don't run suicides, but if I did, that's what I'd be doing. And honestly, not having suicides does not make the fights longer. One sp2 from Moleman after triggering frenzy and the fight is over. Run suicides if you want, but the time difference (other than a legends run) is pretty negligible in most fights. You either throw more basic attacks and less specials running suicides, or more specials without them that can make up the difference in many matches
Nope, sorry, you’re vastly underestimating the extra damage suicides bring.
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I personally don't run suicides, but if I did, that's what I'd be doing. And honestly, not having suicides does not make the fights longer. One sp2 from Moleman after triggering frenzy and the fight is over. Run suicides if you want, but the time difference (other than a legends run) is pretty negligible in most fights. You either throw more basic attacks and less specials running suicides, or more specials without them that can make up the difference in many matches