**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
Tbh health isn’t the main concern especially when testing content. It’s mainly whether the fight is “doable”, or whether it’s too narrowly countered with too few champs, or whether the nodes + champ combinations are outright BS.
Take for example in 6.1, the infamous Buffed Up path. In the beta, there was a Morningstar on that path (good luck finding champs with 3 buffs that are bleed immune), followed by a Sig 200 Dr Strange with Buffed Up AND Shatter, which deals 1.3-1.6k (iirc) damage per buff nullified (nothing I’ve tried got past him. There was a SymSup after him as well, with Pilfer Regen).
Feedback was given about how hard and impossible it was, and they were removed or tuned down significantly. What I’m saying is, fights in all content are tuned to be clearable, and some are purposely tuned to be very very challenging yet doable IF you have the knowledge and the roster to do so.
I’ve tested all the 6* gated paths (as requested specifically by the beta team) and found that they were manageable and not designed to drain your units, which was also my basis for counterargument in the Class Gate thread when people were calling it a moneygrab and game-ending move.
Hence, just chill, wait for 6.2 to drop, then try it out. If you have an issue with it right when it drops, wait awhile before attempting it again.
Permanent content is permanent. Also, with most end game players having more than 5x 5* R5s, the need to 100% it immediately drops drastically as the increment in prestige from the rewards might be relatively insignificant.
Acts 4/5 didn't have champion requirements that said a good portion of the players champs can't be used.
And clearing individual chapters in Act 5 gave rewards comparable to the bigger individual events of those days. Example: 5.3 gave a 5* AG crystals, which is arguably better (I wouldn't make this argument but some could and have valid reason for doing so)than any of the rewards for 6.2. 6.2 sounds exponentially more challenging than Variant 2, with some significantly lesser rewards. A 5* AG and a 5* 4-5 gem are better than anything we get from 6.2.
Tbh I feel that Variant 2 was well designed but the rewards were a tad too generous for how simple the overall quest is. That being said, V2's rewards were mainly class specific (rng dependent) and allowed you to only use them on 5*s.
6.2 however, gives generic rank up materials that can be used on 6*s as well. So I guess there's a trade-off there. In addition, people exploring 6.2 should mostly be at the stage where they have a very advanced 5* roster and working on developing their 6*s.
My view is that from a dev design perspective, for those who are able to explore 6.2, a 5* AG might not be an appropriate reward, unlike when 5.3 was released and everyone capable of exploring it was working on developing their 5* rosters. This also (maybe) paves the way for a 6* AG as a reward for 6.3 exploration.
Whether it is appropriate for difficulty is more tricky to answer, firstly because difficulty is subjective to a degree, and secondly because there's no way to actually know how difficult the content will ultimately be at release. The example of 6.1 makes that clear.
Quest 1
Paths: ~24,000-30,000 PI
Boss: ~50,000 PI
So, more bugs?