**WE ARE NO LONGER Temporarily Reverting Tier 1 War Ban System**
After further discussion, the game team has made the decision not make adjustements to the ban system.
The previously proposed fix would have resolved the issue for Summoners who are on the cusp of T1/T2 play, and negatively impacted Alliances more securely in T1. Instead, we recommend that cusp Alliances switch to Manual Placement to your members to place the allotted 5 Ban Champions limit there.
Apologies for the back and forth, and for any confusion.
After further discussion, the game team has made the decision not make adjustements to the ban system.
The previously proposed fix would have resolved the issue for Summoners who are on the cusp of T1/T2 play, and negatively impacted Alliances more securely in T1. Instead, we recommend that cusp Alliances switch to Manual Placement to your members to place the allotted 5 Ban Champions limit there.
Apologies for the back and forth, and for any confusion.
Options
Comments
I think that champion switch node is enough to make act 6 easier.
Thanks kabam
I still wear this title with pride but this will be meaningless after the nerf.
I think it will be much nicer for newer players and keep the game going. Excellent job overall.
I beat act 6 pre nerf a long time ago so I wouldn't mind compensation for those of us who beat act 6 and used a ton of energy and revives to complete it.
What's for me! nothing! Lmao
But.
Congrats on removing class gates from 6.2.5. Every other quest was fine I guess.
And I don't have any issues standing with the guys for whom this change is a Big W.
I have helped a lot of players in their act6 journey.
And Id strongly suggest to change something for 6.2.2 Mr.Sinister boss.
He is the most restrictive boss of whole act6. No counter means progression stops for a player.
Well-done overall.
Now give us extra r4 mats next sq.
I don't care about compensation for act6 nerf.
I rather enjoyed 6.3 and 6.4.
Only problem I see, is that we no longer have permanent difficult content similar to what story mode used to give, along with the rewards that would automatically ascend you to the next title, as act 6 did for thronebreaker.
In other words, I am ok with tuning down story mode and even tuning down the rewards alongside, but content, similar to that of act 6 difficulty and length, should exist to fill that gap alongside the act.
For example, act 7 is the only content needed to become Paragon, but this "act 7 expansion" is much more rigorous, in line with act 6, but rewards players with the mayerial needed for Paragon, like acts previous.
I dont consider Abyss, and the likes, to fill this hole. They are an entirely different content. Difficult, but also more of a money/unit and energy draining (not ingame energy lol) pit, that are obviously not similar to act 6.
That’s how some of y’all sound complaining. This is actually a great look for the FTP community who are still very valuable to the games evolution and relevance. I had to whale through a couple parts of Act 6 pre nerf because I didn’t have the proper counters in my roster. It’s a great move that benefits the majority of the MCOC community. Some of y’all just like to complain.
I guess what I mean is, this was the first time the game really stopped me, and re-engaged me. And this 're-nerf' seems unnecessary.
I did spend just under a thousand units learning the fight, but units in; units out.
I will likely require some form of compensation in order to feel good about this re-nerf
I feel most of the forum whining about Tryco is because one cannot simply tap-mash through the fight. You have to try, to think about it.
The other act 6 changes seem appropriate and like an improvement to the game in terms of accessibility.
Nerfing Tryco further seems detrimental based on some of what I have outlined above. He's not easy, but not that hard and there are quite a few different champs that can deal with the last ten percent.
-TrapKill