It doesn't matter how deep your roster is If you have no idea what path you'll get stuck with. Only way this map wouldn't be such a pain is if your alliance assigned paths. No one wants to do that...at least not for a map 6. People already get burnt out on AQ as it was.
The PIs seem to be way, way higher. I used to have a few fights with crazy attack values and thus high PI, but the HP pools were small (path F, phase 3). Even with full suicides and some r3 attackers (and no class penalties), these fights are a slog.
I feel like the only reason people are finding it tough is coz of not reading nodes as the sets are quite new and people who did map 6 have gotten used to the old nodes.
As someone who has done with map 6 in the past but stuck to doing map 5 coz of absolutely horrible power gain and passive degen nodes do prefer the new map.
I think people will find it a lot easier once they get used to it. Class system is only bad if you like to run single class if, each unique class you bring gives you access to at least one unique path.
The thing i like the most is that path planning seems more or less redundant as long as you check the vacant paths in section 1
Kabam increased the PI, restricted the paths to certain classes, didn't fix their bugs (game constantly glitches), and didn't increase the rewards. They very much made it very similar to Map 7, but still free.
Remember that time where they put 6-stars on the map and everything tuned up hardcore between days? Feels like that.
That’s the “challenge rating” gameplay mechanic.
A 5* is capped at 120 challenge rating, but a max 6* gets a 150 challenge rating. There is a penalty to your stats when fighting an opponent higher than the challenge rating of your attacker.
I’ve been playing this game for way too long. Have decided the last year or so to only do map 6. Since I don’t care that much about endgame content, the garbage rewards from map 6 are fine especially since theres no cost. I used to like bringing a variety of champs across different classes each week to map 6 just see to test them out. Now you have to bring specific classes, deal with more nonsense nodes and still get garbage rewards. If this doesn’t change I may finally be at the end of my MCOC experience.
OMG... we just did our first new map 5 on day 4. Please for the love of all that is good and pure... COPY THIS TO MAP 6 and just increase hit points! Map 5 is PERFECT. It's forgiving of people's schedules and time zones, it's got nodes you should at least read to not get in trouble but which don't hamstring you for not having specific counters, and most of all is... (wait for it) ... FUN!
I happened to need to join late today and section 1 was already done. We're well into section 2. I don't even care who hasn't joined yet because we clearly have it well in hand. I get to do other things with my night than look up who's missing from my BG and whine at them in Discord! I joined for section 2 and guess what I was treated to? A path in section 2 that had ALL FOUR Corvus charges on one path. So. So. Fun.
So using different champs and more of your roster is a bad thing? Don’t people complain that AQ is stale because they only ever use the same 3 champs and blitz through. Name one path that’s more difficult than an average Act 6.2 path.
can't compare the two...
* in 6.2 you can bring 5 counters * in 6.2 you can farm revives and potions * in 6.2 you can restart the quest and start over * in 6.2 you can't go to sleep and wake up to a completed map by your teammates. * in 6.2 you don't need to bring two specific classes (under than unlock gates) * act 6 many players just skipped exploration of the worst quest ever created straight to act7
No, but you know what we can compare is path designs.
Hell even act 5 has weakness paths, are you telling me that’s now more difficult than this? Come on now.
If u can't see the difference between doing a weakness path once a while & doing it regularly 5 times a week, then u're really missing the problem One major complaint about AQ has always been that it's a chore & an unenjoyable game mode that most people have to do unwillingly Now with the weaknesses it's even more of a chore than it ws before Would've worked fine if the team had 5 slots, but with just 3 slots it gets annoying to avoid weakness while also bringing in the right counters May be it can be managed with too much planning & coordination, but that doesn't seem worth it for a 5 times a week thing that most players don't enjoy
So using different champs and more of your roster is a bad thing? Don’t people complain that AQ is stale because they only ever use the same 3 champs and blitz through. Name one path that’s more difficult than an average Act 6.2 path.
can't compare the two...
* in 6.2 you can bring 5 counters * in 6.2 you can farm revives and potions * in 6.2 you can restart the quest and start over * in 6.2 you can't go to sleep and wake up to a completed map by your teammates. * in 6.2 you don't need to bring two specific classes (under than unlock gates) * act 6 many players just skipped exploration of the worst quest ever created straight to act7
No, but you know what we can compare is path designs.
Hell even act 5 has weakness paths, are you telling me that’s now more difficult than this? Come on now.
If u can't see the difference between doing a weakness path once a while & doing it regularly 5 times a week, then u're really missing the problem One major complaint about AQ has always been that it's a chore & an unenjoyable game mode that most people have to do unwillingly Now with the weaknesses it's even more of a chore than it ws before Would've worked fine if the team had 5 slots, but with just 3 slots it gets annoying to avoid weakness while also bringing in the right counters May be it can be managed with too much planning & coordination, but that doesn't seem worth it for a 5 times a week thing that most players don't enjoy
I don't come here often enough to be on guard to the degree I should, so I missed it again by not checking the user name of who posts, but that guy is actually famous for being a Kabam cheerleading tool. Do your best to ignore the dreck he posts
I understand that the cool thing to do is jump on the complain band-wagon, but if this thread is about giving honest feedback for new map 6, my overall experience and impressions are positive.
The fact that you only need 8 persons to clear the map 100%,is huge by itself. Less energy requirements and less defenders on the map,,also help with survivability of our champions. Yes, there are some new champions as defenders, perhaps some that people are not familiar with, but it’s only a matter of (short) time to get familiar with them.
I remember some pretty BS fights and paths in the old map 6,that would cost us a couple of items when passing through.
The Class damage reduction is something that should be taken into consideration when choosing paths though. Some decent planning on which member takes a certain path, can go a long way.
I should add that one of our BGs that was running Map 5 before the changes.after checking both new maps, has requested to jump to map 6 permanently, to illustrate my point.
I understand that the cool thing to do is jump on the complain band-wagon, but if this thread is about giving honest feedback for new map 6, my overall experience and impressions are positive.
The fact that you only need 8 persons to clear the map 100%,is huge by itself. Less energy requirements and less defenders on the map,,also help with survivability of our champions. Yes, there are some new champions as defenders, perhaps some that people are not familiar with, but it’s only a matter of (short) time to get familiar with them.
I remember some pretty BS fights and paths in the old map 6,that would cost us a couple of items when passing through.
The Class damage reduction is something that should be taken into consideration when choosing paths though. Some decent planning on which member takes a certain path, can go a long way.
I should add that one of our BGs that was running Map 5 before the changes.after checking both new maps, has requested to jump to map 6 permanently, to illustrate my point.
Honestly, you’re kinda nuts for this. What terrible fights were item sucks on map 6?
The entire poison/power snack paths are worse than anything on map 6, especially when you consider that day 2/3 PIs we’re worse than old day 5 for us. I’m dying to block damage and Ultron often doesn’t heal bc his regen gets power snacked if timing is off.
Old map 6 had aspect of nightmares and biohazard, where Herc and Corvus respectively could heal for multiple players, and there were more charges on the map. You could tackle minis with aspect of nightmares up and heal. For shedding an average of one fight per person, the fights got way, way harder.
They have been made more difficult and are intended to keep us needing the things we have been using from compensation. Once the compensation packs end, they expect us to spend to finish. Additionally, they were going to make it easier to bait defenders power attacks! Yet another kabam lie, i have been killed 3 times this cycle by power gain champs charging from zero to 3 without help from me! So there are 3 choices! One of a specific group of champs with power control, a r4 6 that can take a 3rd and survive, or spend on revives restore and boosts! All part of the "pay to win." Updates they have been integrating into the game while they claimed they were unable to fix input issues and hoped we wouldn't notice! The compensation has been give to us for months for the purpose of grooming us to spend and pull the wool over our eyes while they introduced material for "pay to win" game play.
My alliance has had no problem with Map 6. Hell by the time I wake up the map is cleared.
I second this. I’ve been using the same team (Ghost, Wasp, Havok) and have not had any problems with any paths.
Who do you use for the boss? Or mini bosses rather.
Wasp does pretty well against Maw. I don’t remember the other mini bosses are. I think the trick is to bring three different classes so you’re able to take any of the reduced damage paths.
My alliance has had no problem with Map 6. Hell by the time I wake up the map is cleared.
I second this. I’ve been using the same team (Ghost, Wasp, Havok) and have not had any problems with any paths.
Who do you use for the boss? Or mini bosses rather.
Wasp does pretty well against Maw. I don’t remember the other mini bosses are. I think the trick is to bring three different classes so you’re able to take any of the reduced damage paths.
I feel ya. Vision arkus, ebony maw, and invisible woman. Mainly maw and Arkus for me require specific counters, so it just makes it a bit more difficult to balance a team that can also tackle the lanes effectively.
My alliance has had no problem with Map 6. Hell by the time I wake up the map is cleared.
I second this. I’ve been using the same team (Ghost, Wasp, Havok) and have not had any problems with any paths.
Who do you use for the boss? Or mini bosses rather.
Wasp does pretty well against Maw. I don’t remember the other mini bosses are. I think the trick is to bring three different classes so you’re able to take any of the reduced damage paths.
smart... oh, wait... 3 different classes are not enough... also need unique ability like power control or immune to nullify... oh, wait... also not enough.. also need unique immunity like poison... oh, wait... also need amazing block proficiency to bait heavies and remove protection... oh, wait... there are also global nodes \ modifier... oh, wait... there are also some defenders that require unique counter...
6 paths in section1, 6 paths in section2 and 8 in section3. less paths than in the old map6 map but with all the restrictions due to nodes\modifier\defenders it feels like we have less options to utilized our floater... meaning, not really a floater...
My alliance has had no problem with Map 6. Hell by the time I wake up the map is cleared.
I second this. I’ve been using the same team (Ghost, Wasp, Havok) and have not had any problems with any paths.
Who do you use for the boss? Or mini bosses rather.
Wasp does pretty well against Maw. I don’t remember the other mini bosses are. I think the trick is to bring three different classes so you’re able to take any of the reduced damage paths.
smart... oh, wait... 3 different classes are not enough... also need unique ability like power control or immune to nullify... oh, wait... also not enough.. also need unique immunity like poison... oh, wait... also need amazing block proficiency to bait heavies and remove protection... oh, wait... there are also global nodes \ modifier... oh, wait... there are also some defenders that require unique counter...
6 paths in section1, 6 paths in section2 and 8 in section3. less paths than in the old map6 map but with all the restrictions due to nodes\modifier\defenders it feels like we have less options to utilized our floater... meaning, not really a floater...
Really sounds like you’re not ready for Map 6. Literally none of that is a problem if you plan for it.
So using different champs and more of your roster is a bad thing? Don’t people complain that AQ is stale because they only ever use the same 3 champs and blitz through. Name one path that’s more difficult than an average Act 6.2 path.
can't compare the two...
* in 6.2 you can bring 5 counters * in 6.2 you can farm revives and potions * in 6.2 you can restart the quest and start over * in 6.2 you can't go to sleep and wake up to a completed map by your teammates. * in 6.2 you don't need to bring two specific classes (under than unlock gates) * act 6 many players just skipped exploration of the worst quest ever created straight to act7
No, but you know what we can compare is path designs.
Hell even act 5 has weakness paths, are you telling me that’s now more difficult than this? Come on now.
If u can't see the difference between doing a weakness path once a while & doing it regularly 5 times a week, then u're really missing the problem One major complaint about AQ has always been that it's a chore & an unenjoyable game mode that most people have to do unwillingly Now with the weaknesses it's even more of a chore than it ws before Would've worked fine if the team had 5 slots, but with just 3 slots it gets annoying to avoid weakness while also bringing in the right counters May be it can be managed with too much planning & coordination, but that doesn't seem worth it for a 5 times a week thing that most players don't enjoy
I don't come here often enough to be on guard to the degree I should, so I missed it again by not checking the user name of who posts, but that guy is actually famous for being a Kabam cheerleading tool. Do your best to ignore the dreck he posts
I’m famous? Wow. I sure hope it comes with benefits like fortune too.
In all seriousness, yeah I defend Kabam when they’ve legitimately not done something wrong like with Map 6. I’ve also heavily criticised Kabam when they have done things wrong. But you won’t look through my post history entirely will you now?
bottom line: Is the new map shorter? - yes Is the new map harder comparing to old map? - yes Is the new map hard in general? - That depends on the player... how deep his is roster, how many ranked champs, paragon or Free To play... etc... for Those who feels like it's easy, good for you... you can enjoy it or go up to map7 (that was Kabam main idea behind the changes). But those who says it's easier - i don't believe you... you are just trying to showoff...
My alliance has had no problem with Map 6. Hell by the time I wake up the map is cleared.
I second this. I’ve been using the same team (Ghost, Wasp, Havok) and have not had any problems with any paths.
Who do you use for the boss? Or mini bosses rather.
Wasp does pretty well against Maw. I don’t remember the other mini bosses are. I think the trick is to bring three different classes so you’re able to take any of the reduced damage paths.
smart... oh, wait... 3 different classes are not enough... also need unique ability like power control or immune to nullify... oh, wait... also not enough.. also need unique immunity like poison... oh, wait... also need amazing block proficiency to bait heavies and remove protection... oh, wait... there are also global nodes \ modifier... oh, wait... there are also some defenders that require unique counter...
6 paths in section1, 6 paths in section2 and 8 in section3. less paths than in the old map6 map but with all the restrictions due to nodes\modifier\defenders it feels like we have less options to utilized our floater... meaning, not really a floater...
Really sounds like you’re not ready for Map 6. Literally none of that is a problem if you plan for it.
LOL. you think I'm new to map6? I run it for many years. Also ran map7 for few months until I got sick from the planning and the cost, so overall I can say I have enough experience to compare between the old and the new map according to kabam, the idea was to make map5 and 6 easier to help pushing them to map7... so now you are suggesting to step down to map5? lmao
My alliance has had no problem with Map 6. Hell by the time I wake up the map is cleared.
I second this. I’ve been using the same team (Ghost, Wasp, Havok) and have not had any problems with any paths.
Who do you use for the boss? Or mini bosses rather.
Wasp does pretty well against Maw. I don’t remember the other mini bosses are. I think the trick is to bring three different classes so you’re able to take any of the reduced damage paths.
smart... oh, wait... 3 different classes are not enough... also need unique ability like power control or immune to nullify... oh, wait... also not enough.. also need unique immunity like poison... oh, wait... also need amazing block proficiency to bait heavies and remove protection... oh, wait... there are also global nodes \ modifier... oh, wait... there are also some defenders that require unique counter...
6 paths in section1, 6 paths in section2 and 8 in section3. less paths than in the old map6 map but with all the restrictions due to nodes\modifier\defenders it feels like we have less options to utilized our floater... meaning, not really a floater...
Really sounds like you’re not ready for Map 6. Literally none of that is a problem if you plan for it.
LOL. you think I'm new to map6? I run it for many years. Also ran map7 for few months until I got sick from the planning and the cost, so overall I can say I have enough experience to compare between the old and the new map according to kabam, the idea was to make map5 and 6 easier to help pushing them to map7... so now you are suggesting to step down to map5? lmao
Yeah, I am telling you to step down if you can’t deal with the most basic nodes on a watered down map. Either plan better or change map. It is not hard.
Not a fan of new map 6. It is very difficult and the class restrictions are an enormous step backward for the game. It’s very difficult to bring enough path counters plus a miniboss counter, without significant planning and assignments. As an alliance leader, old map 6 was nice because assignments were easy to make. I had hoped that new map 6 would be even easier to plan because the paths seemed to line up well (like … player A goes paths 1-1-2, player B goes 2-2-3, etc.). But the class restrictions throw all that noise out the window.
We’re debating going from 88866 to now 88855. Or maybe 88888 but that could be hairy. Map 6 will no longer be in the rotation.
(Map 7 is a big pain to plan too and there are too many bottlenecks so no thanks)
I haven't played map 6 for months as I am playing map 8 .( Played map 7 too but have more experience in map 8) I used to play map 6 and and barely used to use any item. I used to take if not the hardest but one of the hardest path like debuff immune,all or nothing, starbust etc. I always felt that map 6 is long and even more painful than map 7 in terms of nodes. I had friend who had better roster than mine and was in same position (map 6 veteran and really skilled guy with min item use in content over all)
So he told after map 6 changes he don't want to play it anymore. And same goes for his other 18-20 players of alliance who are at same caliber like him. The reason he stated tho map 6 have less paths, it more headache than before. Instead of fun ; he find it chore. With class penalties some of members are facing problem due to their account limits (not their skills tho as they were doing solid job before according to him). He emphasized that combination of defenders, nodes , mods and penalties making the burn out more. He don't like map 6 before due to its length but used to run map 7 only dew times a month due to cost. But in comparison he and his Ally-mates dont like the class penalities.
And in my own experience:- if I were to do map6 in my current ally, I won't have any problem but if I were to go back to one of my old ally , this new changes do impact the performance BG wise rather individually
My alliance has had no problem with Map 6. Hell by the time I wake up the map is cleared.
I second this. I’ve been using the same team (Ghost, Wasp, Havok) and have not had any problems with any paths.
Who do you use for the boss? Or mini bosses rather.
Wasp does pretty well against Maw. I don’t remember the other mini bosses are. I think the trick is to bring three different classes so you’re able to take any of the reduced damage paths.
smart... oh, wait... 3 different classes are not enough... also need unique ability like power control or immune to nullify... oh, wait... also not enough.. also need unique immunity like poison... oh, wait... also need amazing block proficiency to bait heavies and remove protection... oh, wait... there are also global nodes \ modifier... oh, wait... there are also some defenders that require unique counter...
6 paths in section1, 6 paths in section2 and 8 in section3. less paths than in the old map6 map but with all the restrictions due to nodes\modifier\defenders it feels like we have less options to utilized our floater... meaning, not really a floater...
Really sounds like you’re not ready for Map 6. Literally none of that is a problem if you plan for it.
LOL. you think I'm new to map6? I run it for many years. Also ran map7 for few months until I got sick from the planning and the cost, so overall I can say I have enough experience to compare between the old and the new map according to kabam, the idea was to make map5 and 6 easier to help pushing them to map7... so now you are suggesting to step down to map5? lmao
Yeah, I am telling you to step down if you can’t deal with the most basic nodes on a watered down map. Either plan better or change map. It is not hard.
I once commented map6 design is terrible, and there were 420 billion disagree on that lol. The paths were painfully long and tedious. It was such a relief when I switched to map7 years ago.
My alliance has had no problem with Map 6. Hell by the time I wake up the map is cleared.
I second this. I’ve been using the same team (Ghost, Wasp, Havok) and have not had any problems with any paths.
Who do you use for the boss? Or mini bosses rather.
Wasp does pretty well against Maw. I don’t remember the other mini bosses are. I think the trick is to bring three different classes so you’re able to take any of the reduced damage paths.
smart... oh, wait... 3 different classes are not enough... also need unique ability like power control or immune to nullify... oh, wait... also not enough.. also need unique immunity like poison... oh, wait... also need amazing block proficiency to bait heavies and remove protection... oh, wait... there are also global nodes \ modifier... oh, wait... there are also some defenders that require unique counter...
6 paths in section1, 6 paths in section2 and 8 in section3. less paths than in the old map6 map but with all the restrictions due to nodes\modifier\defenders it feels like we have less options to utilized our floater... meaning, not really a floater...
Really sounds like you’re not ready for Map 6. Literally none of that is a problem if you plan for it.
LOL. you think I'm new to map6? I run it for many years. Also ran map7 for few months until I got sick from the planning and the cost, so overall I can say I have enough experience to compare between the old and the new map according to kabam, the idea was to make map5 and 6 easier to help pushing them to map7... so now you are suggesting to step down to map5? lmao
Yeah, I am telling you to step down if you can’t deal with the most basic nodes on a watered down map. Either plan better or change map. It is not hard.
Are u a leader of an alliance?
I don't think so... leaders (at least the good kind) don't let their teammates to complete a whole section while they are sleeping and then say "map is easy" or "easy to plan" while you have to counter only 2 sections...
Comments
As someone who has done with map 6 in the past but stuck to doing map 5 coz of absolutely horrible power gain and passive degen nodes do prefer the new map.
I think people will find it a lot easier once they get used to it. Class system is only bad if you like to run single class if, each unique class you bring gives you access to at least one unique path.
The thing i like the most is that path planning seems more or less redundant as long as you check the vacant paths in section 1
Inevitably a pile of players ends up being held up at the mini boss.
The outer links should either be:
1. Reachable with 6 energy from the 2nd boss (one login)
2. Not have nodes that matter (just +100% attack/health)
The class penalty nodes should go, they just increase the cost of organisation and the cost of mistakes
Kabam increased the PI, restricted the paths to certain classes, didn't fix their bugs (game constantly glitches), and didn't increase the rewards. They very much made it very similar to Map 7, but still free.
It went from being fairly easy to a chore.
A 5* is capped at 120 challenge rating, but a max 6* gets a 150 challenge rating. There is a penalty to your stats when fighting an opponent higher than the challenge rating of your attacker.
I happened to need to join late today and section 1 was already done. We're well into section 2. I don't even care who hasn't joined yet because we clearly have it well in hand. I get to do other things with my night than look up who's missing from my BG and whine at them in Discord! I joined for section 2 and guess what I was treated to? A path in section 2 that had ALL FOUR Corvus charges on one path. So. So. Fun.
A+ on map 5.
One major complaint about AQ has always been that it's a chore & an unenjoyable game mode that most people have to do unwillingly
Now with the weaknesses it's even more of a chore than it ws before
Would've worked fine if the team had 5 slots, but with just 3 slots it gets annoying to avoid weakness while also bringing in the right counters
May be it can be managed with too much planning & coordination, but that doesn't seem worth it for a 5 times a week thing that most players don't enjoy
The fact that you only need 8 persons to clear the map 100%,is huge by itself. Less energy requirements and less defenders on the map,,also help with survivability of our champions. Yes, there are some new champions as defenders, perhaps some that people are not familiar with, but it’s only a matter of (short) time to get familiar with them.
I remember some pretty BS fights and paths in the old map 6,that would cost us a couple of items when passing through.
The Class damage reduction is something that should be taken into consideration when choosing paths though. Some decent planning on which member takes a certain path, can go a long way.
I should add that one of our BGs that was running Map 5 before the changes.after checking both new maps, has requested to jump to map 6 permanently, to illustrate my point.
The entire poison/power snack paths are worse than anything on map 6, especially when you consider that day 2/3 PIs we’re worse than old day 5 for us. I’m dying to block damage and Ultron often doesn’t heal bc his regen gets power snacked if timing is off.
Old map 6 had aspect of nightmares and biohazard, where Herc and Corvus respectively could heal for multiple players, and there were more charges on the map. You could tackle minis with aspect of nightmares up and heal. For shedding an average of one fight per person, the fights got way, way harder.
Once the compensation packs end, they expect us to spend to finish.
Additionally, they were going to make it easier to bait defenders power attacks!
Yet another kabam lie, i have been killed 3 times this cycle by power gain champs charging from zero to 3 without help from me!
So there are 3 choices! One of a specific group of champs with power control, a r4 6 that can take a 3rd and survive, or spend on revives restore and boosts!
All part of the "pay to win." Updates they have been integrating into the game while they claimed they were unable to fix input issues and hoped we wouldn't notice!
The compensation has been give to us for months for the purpose of grooming us to spend and pull the wool over our eyes while they introduced material for "pay to win" game play.
Let me get this straight: you are using Ultron on Power Snack, and you’re blaming the map for this…? Boy, you’re doing something wrong.
Edit: we don’t assign paths.
oh, wait... 3 different classes are not enough... also need unique ability like power control or immune to nullify...
oh, wait... also not enough.. also need unique immunity like poison...
oh, wait... also need amazing block proficiency to bait heavies and remove protection...
oh, wait... there are also global nodes \ modifier...
oh, wait... there are also some defenders that require unique counter...
6 paths in section1, 6 paths in section2 and 8 in section3.
less paths than in the old map6 map but with all the restrictions due to nodes\modifier\defenders it feels like we have less options to utilized our floater... meaning, not really a floater...
In all seriousness, yeah I defend Kabam when they’ve legitimately not done something wrong like with Map 6. I’ve also heavily criticised Kabam when they have done things wrong. But you won’t look through my post history entirely will you now?
Is the new map shorter?
- yes
Is the new map harder comparing to old map?
- yes
Is the new map hard in general?
- That depends on the player... how deep his is roster, how many ranked champs, paragon or Free To play... etc... for Those who feels like it's easy, good for you... you can enjoy it or go up to map7 (that was Kabam main idea behind the changes). But those who says it's easier - i don't believe you... you are just trying to showoff...
I run it for many years. Also ran map7 for few months until I got sick from the planning and the cost, so overall I can say I have enough experience to compare between the old and the new map
according to kabam, the idea was to make map5 and 6 easier to help pushing them to map7... so now you are suggesting to step down to map5? lmao
We’re debating going from 88866 to now 88855. Or maybe 88888 but that could be hairy. Map 6 will no longer be in the rotation.
(Map 7 is a big pain to plan too and there are too many bottlenecks so no thanks)
I haven't played map 6 for months as I am playing map 8 .( Played map 7 too but have more experience in map 8)
I used to play map 6 and and barely used to use any item. I used to take if not the hardest but one of the hardest path like debuff immune,all or nothing, starbust etc. I always felt that map 6 is long and even more painful than map 7 in terms of nodes. I had friend who had better roster than mine and was in same position (map 6 veteran and really skilled guy with min item use in content over all)
So he told after map 6 changes he don't want to play it anymore. And same goes for his other 18-20 players of alliance who are at same caliber like him. The reason he stated tho map 6 have less paths, it more headache than before. Instead of fun ; he find it chore. With class penalties some of members are facing problem due to their account limits (not their skills tho as they were doing solid job before according to him). He emphasized that combination of defenders, nodes , mods and penalties making the burn out more. He don't like map 6 before due to its length but used to run map 7 only dew times a month due to cost. But in comparison he and his Ally-mates dont like the class penalities.
And in my own experience:- if I were to do map6 in my current ally, I won't have any problem but if I were to go back to one of my old ally , this new changes do impact the performance BG wise rather individually
The paths were painfully long and tedious.
It was such a relief when I switched to map7 years ago.