**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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The funny thing here is I've long been a hater of war in its current incarnation. It's just never struck a cord with me. Anyway, it is now my favorite game mode. I was quite surprised when this revelation came upon me.
So I examined why that might be. How can a mode I think falls so short, now be the best? It's not like aw has somehow drastically improved... it hasn't. The rest of the genre has FALLEN that far. So why?The answer, for me, was simple. The fights are generally challenging ( other than the lame potions tax... like seriously) and brief.
That last part is particularly important for me it seems. Every fight length has been artificially lengthened... just to do it. This is incredibly frustrating to me. It's not difficult, but it ain't fun.
Meanwhile, aw has been providing me with challenging fights at, what I consider appropriate length. The side quest is a great examine. Jacked up health pools just to lengthen the fights....becuase. That's boring, creatively blank game design imo and nothing about 7.4 alleviated my concerns
The game feels like homework. I did an initial clear of 7.3 and it just took a while and wasn't specifically fun. Paradox lanes were terrible. The amount of work I did to keep my paradox charges down, with such minimal benefit from having them there was not a fun experience.
It would be interesting to try and have fights (not all fights!) but a lot of lanes tested for length. For instance, if I'm taking a minute trying to bait out a special or dex attacks to lower my paradox charges, I should be doing some fantastic damage in the periods where it's safe to do so to compensate for this. That would make it fun.
Fights can be lost in just a few too many blocked hits, or one slip up of the block.
If fights could be tailored so that ones, where you spend a lot of time managing different aspects of the fight to stay alive, would make you do huge damage (basically paradox but would make it so your not fighting for 3 minutes), or if they aren't as dependant on restrictions and take a little longer make it so that when you get hit, it's not game over. Getting hit should be punishing. On the other hand it shouldn't punish my passion for the game or want to make me stop playing which is basically what has happened the past few months.
A 5/65 six star has challenge rating of 150 (a 3/45 has 130). The lower the challenge rating of your attacker, the lower your crit rate and associated damage. It's a huge increase in challenge rating.
"Look, I’ve done a lot of the betas and this is the first time that I didn’t even complete the chapter. It’s not because I didn’t have the time or the right champs, it’s because I didn’t have the motivation. There is nothing really new about this chapter. Sure, there new boss nodes, but they’re mostly inconsequential. There is no new and exciting aspect to this chapter (like paradoxes for chapter 3 and superiority for chapter 2), it’s just rehashing the previous too, thus I didn’t feel motivated to test the beta because I know I already like the features in it because I’ve already faced them before. Look, chapter 4 is fine. It’s boring, but fine. It’s not going to be exciting to go through, but it’ll be challenging and difficult for most players. As far as I’m concerned, I won’t bother playing the new chapter for a while unless: 1) there’s a new title associated with it 2) the final boss is something new and fun or 3) the rewards for both it and the act are damn good. Otherwise, I just don’t care about the new chapter. It’s bland. It’s boring. It’s old. It’ll just be something to slog through to get rewards, it won’t be exciting or enjoyable since there isn’t anything that makes it different than the previous acts."
This game is getting incredibly stale and has stopped being fun. I've cut down the amount I play and spend on it by a huge amount--I'm not even spending any money on Cyber Weekend. I'm no whale by any means, but in my three years of spending money on the game, I have spent around 5K on my account. This year, I've spent about 600 dollars only, including July 4th and Spring Cleaning. The only reason why it's that high even is because I keep getting the sigil because I want to awaken Switch. After that, I'm dropping the Sigil and probably the Unit Daily Card too. Why? Because this game just isn't fun enough anymore to warrant investing my money into.
Hopefully Cyber Weekend will reflect the state of the community's frustrations and inspire some change in Kabam's team, but I have little hope.
Crit rating is 756. Against CR100 this would be 756 + / (756 + 1500 + 5*100) = 27.4% crit rate. Crit damage rating is 922, which would be [ 922 / (922 + 1500 + 5* 100)] * 5 + 0.5 = 2.08 bonus crit damage. So the total average bonus damage from critical hits would be 0.57x base damage.
Increase the defender to CR150 and crit rate changes to be 756 / (756 + 1500 + 5*150) = 25.1% Crit damage becomes [ 922 / (922 + 1500 + 5* 750)] * 5 + 0.5 = 1.95. Overall average crit bonus drops to 1.95 x 0.251 = 0.49. This is a 14% reduction in critical damage bonus, and a 5.1% reduction in overall total damage.
On the flip side, let's take a moderately tanky champ like Juggernaut on defense. His armor rating at 6* rank 1 is 391. It scales up to 517 at rank 4. That's a bigger jump than most people are probably seeing with the scaled up champs (because armor scales more tightly with rank than rarity: a 5* rank 3 Juggs already has armor rating of 440). Let's assume the attacker is using a 5* r4 attacker, which is CR 110. This would imply that 6*r1 Juggs would have an armor value of about 16%, while the 6*r4 Juggs would have an armor value of about 20.1%.
Let's assume that in the CR100 case armor was 391 and in the CR150 case armor was 517 (the difference would likely be smaller). This would make the overall perceived damage in this case (factoring in damage out and damage mitigated by armor) 0.84 + 0.57 = 1.41 in normalized terms for the CR100 case and 0.80 + 0.49 = 1.29 in the CR150 case. That's an overall reduction in effective damage of 8.5% factoring in the reduction in critical bonus damage due to DR and the overall reduction in landed damage due to scaled up armor rating. This likely overestimates the mitigation delta by quite a bit.
That's one of the reasons why "interesting content" has been an ongoing pet peeve of mine. The content designers have to become more creative, not just because players like interesting content more than scaled content, but also because they are simply running out of scaling. They have an infinite range of numbers to use, but they don't have infinite humans that can deal with them.
However, that is the issue. There is no serious content made anymore, at least not anything that is meant for Endgame players. The closest that we've had recently is Summer of Pain and even that wasn't all that.
The game would massively benefit from some type of new Everest content like Abyss of Legends, though hopefully not one that is designed solely to be a resource/unit sink.
Usually, I am pumped about July 4th and Cyber Weekend. The problem I am having this week is that I'm not sure there is anything Kabam can offer that will get me excited. Like others have mentioned, chasing my first r4 is not overly exciting. So the other thing they could offer is crystals and shards (i.e., champ acquisition). But champ acquisition from crystals (even nexus crystals) is becoming harder over time. Should I be excited about spending units or money on (for example) a Mutant nexus crystal to target Magneto? I've opened far more nexus crystals with three bad champs than nexus crystals with even one good champ. My spending dropped on the 4th and it may drop to zero this weekend.
I do find that taking breaks helps...I'm just not sure I'll be back to competitive gameplay after this one.
Carina's Challenges missed the mark about 6/9 times (an argument can be made for 5/9) but the 3/9 times that they hit the mark, they really hit it. I would love to get Volume 2 of Carina's Challenges so long as there aren't any more "Take Four Stars in LoL" or "Use two of the worst three star champion in the game to beat the Collector" challenges.
Let me throw something out there that hasn't been said that can help with the difficulty we been looking for that hasn't been experimented yet. Why don't you create mechanics that are actually challenging to learn but doable like dodging Apocalypse's specials. Hard doesn't always have to equal stacked nodes with 5 to 10 total counters. We already explained a couple years ago that it isn't fun.
I had to break out quake for map 8 just to be ultra safe to avoid item usage due to the weird mechanics and I'm almost timing out in 3 mins with less than 200k health. The artificial nerf damage has got to stop.
Some kind of meaningful engagement with the community would be a start. The default seems to have reverted back to radio silence whenever the forums are erupting with one issue or another.