**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.
Comments
I have 11 skill champs at 5/65 or better. None are immune. Several can shrug, but some of those also miss out on things (Kingpin overpower, for example).
Anyway, in terms of strategy for nodes like power snack, buffet, masochism and conflictor, you can either lean into it or avoid it altogether. Ultron is definitely a “lean into it” and you can use you parry and dex to trigger power snack while trying to keep you mr other buffs. Warlock and G99 still lose their armor. I didn’t feel like they were better choices.
If the path allowed science/cosmic instead of tech/skill, it would be much more palatable.
But keep making your silly assumptions, it’s really amusing.
Me and all my teammates are active through all sections, but that is not the point... if you personally do not experience the entire map, with all sections, and also look at other paths (because maybe you got lucky being on easier path), you cannot dismiss other players feeling about this map being harder that it used to be
Anyone from kabamm reading this feedback?
I was very happy when the update was announced and now I'm just disappointed, thinking about playing alone without alliance for the first time after 7 years...
Our alliance has burned through all the AQ compensation potions and were only on day 4 we used to run 6,6,6,6,5 without any issues now it looks like we will need to do 6,6,5,5,5 and most of our alliance members are good players who are thronebreaker+
Glad that the feedback here is generally the same across the bored and it’s not just us feeling it
Main aim of this aq change was to make the map easy and from the discussions and opinions in here it is quite clear that at least with map 6 it was a complete failure.
I run map 5 in my alliance. Was planning to start map 6 but not after this thread lol.
Is more restriction on what champs you take a good thing?
Neither of thse are good.
Most alliances are just random groups of people who do AQ as its the best source of rank up materials. They don't want to and shouldn't have to plan how to tackle the map. The players want to log in, do their stuff, and log out and not think too hard about AQ. Its something you can do so you can rank up your champs, not something you look forward to.
Map 6 has gone backwards in that play style. Less paths is no good if they are harder and more restrictive.
The good news is my group is 100% Map 6 every day so far. We're doing that without strict path assignment, and while item usage started off high, it has comfortably dropped off substantially across most of the group as players make adjustments. We have some people moving up to Map 6 and some moving down to Map 4, but overall things should stabilize fine.
The lowered mandatory pathing is helping my alliance greatly. We don't lack for players, but we do have people who sometimes can't enter or sometimes get distracted by real life issues, and Map 6 seems to allow for such things in general. In terms of a semi-casual alliance attempting Map 6, it seems doable.
However, I have noticed that while the pathing is lower, the fight difficulty is uneven and dramatically higher. I'm running this map with both my main and a much lower (early Cav) alt. There are a lot of fights that either require extremely high skill levels (relatively speaking) or very specific counters, and not all players are going to have sufficient amounts of both for a map that is supposed to now be more of a mid-tier map. Punisher 2099 on a cosmic/skill path with extra power gain and a poison node, for example, is an order of magnitude more tricky to deal with than the average fight. Because Map 6 has no minion class fights, there's no rests for the weary: a single bad fight can weaken a player to the point where completing the rest of the map requires significant potion usage. And the higher need to bring specific counters for specific fights means a mistake is more punishing: you can't as easily just use something else. On OG Map 5, if I died, I could go to a back up. On update Map 6, that works on my main who has a roster that can kneecap Galactus, but on my lower alt that's often not a viable option. Overall, I would say that while the reduced pathing helps a lot because there's more backup, the actual difficulty of clearing paths is at least twice as hard as OG Map 5, and more likely three times harder. That's a sizeable jump for anyone wanting to step up.
Finally, my impression of Map 6 AI is that it is dramatically more conservative with specials and more defensive when compared to the previous Map 5. I have taken more SP3s between two accounts in four days of Map 6 than I have taken in two *years* of Map 5. I don't know what is causing this: unfamiliarity with the fights, different champions, or something about the AI scaling with the map difficulty, but it isn't a marginal thing. It is a night and day difference.
Basically, I believe that Map 6 is now a bit of a schizophrenic combination of targeting moderate difficulty as a mid-tier map via lowered pathing, but with fights that target a high level of difficulty more appropriate to when it was more of an end game map. It is probably tuned a bit too high.
I can doom/black widow the mystic paths in my sleep but that tech/skill one in the 2nd section is a nightmare. Tried that a few times and couldn't come up with a team that did it easily.
Anyone who has found this easy could you please post your selected champs
Path1
Path2
Path3
Path4
Path5
Path6
Path7
Path8 apoc/AA/capiw
Just make them non-passive. Make them normal debuffs so they can be managed or shrugged. 50% of the fun of this game is getting to use unique champs your acquired and spent resources ranking. I mean what is the point of having these champs with unique abilities like Xbones or Agent Venom if you don't even have a space to play them?
Example: T1 path A applies a stackable *PASSIVE* 70% damage redux for Parry Stun, later it applies a stackable 30% damage redux for using same basic attack. Especially with all the input issues, players mess up. Accidentally Parry or L,L. Additionally, path restrictions are set to Tech and Skill. If only Skill champs could shrug you'd have a possible 7 great options.
In T2, path A has Poison. Again Tech and Skill restrictions. Not many Tech and Skill poison immune. So Robots? Right, but 2nd debuff is power snack 2, so virtually all Robots Armor and Regen buffs cause non-stop power gain. Again, almost no Skill champ can be used because debuff is applied at start of fight (like Liquid Courage) and can't be shrugged. Hit Monkey, Shang Chi, Agent Venom (H SIG), and maybe Aegon are exceptions. So 4 Skill and 2 Tech can be used.
All in all class restrictions are not problem. It's the secondary debuffs.
My alli was transitioning to map 6 all bgs lately and it's become impossible now coz the class restrictions make it an absolute nightmare to organize. There is a lot less flexibility for members to just "go smash".
People who've tried it also have found it a lot less enjoyable. AQ is already a chore, but now it's a chore that gives you a headache.
To the question of difficulty: yes. It's noticeably harder.
Map 5 I used to chuck in some alternative 5* I never use in general questing and I struggled hard all week. I switched to my strongest 6* which before was overkill for a map 5. So I'd say it's very out of balance right now.
We all appreciate the reduction in paths in both maps but the class restrictions have to go away and difficulty has to be decreased a notch to match what it was before.
Just in case it helps anyone, I personally run:
Section 1 Lane 5
Section 2 Lane 5
Section 3 Lane 6
Which are the Cosmic & Tech lanes. My team is:
Doom, Mr Fantastic and Guillotine 2099, all 6R3s. Same team I had been using in the old map 6. I never said it’s easy, by the way. Just doable and worth the effort IF you are running a suitable team.
Most YouTubers and contest creators I know are running map8 so there is not a lot of noise around it like on other topics.
Kingpin takes every fight easily with this team. Hood allows KP to shrug off all debuffs, including the poison on the poison lane.
Mr Sinister allows KP to power lock the opponent after they use a special, allowing you to dash in and spam heavies. Helps immensely with the power snack node. Just get them to 1 bar, bait the special and they are locked up.
When there are multiple debuffs e.g. poison and bleed from LC and DE, Kingpin + Hood will only shrug the poison (applies first) as there is a cool-down on KP’s ability.
If you are running LC/DE it won’t work unfortunately.