**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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That Mordo had Plagued Mind (20seconds) removed. With that node on it was painful and almost impossible to clear him. You generally had 20 seconds to get to alternate between your sp1 then sp2, taking into consideration he goes defensive when he has his power gain.
If you fail to complete the cycle within 20s, you’ll either take damage from Combo Party (15 hits to use a special because your power has been drained), or damage from Hurt Locker (Alternating specials).
If you did read his ability descriptions and you're seeing him still be indestructible after removing all the charges, others have reported seeing a bug where he is sometimes still indestructible even when all charges are removed.
https://youtu.be/U4ONGG1pkGY
Sinister regents 70% of crit plus 2x20% for two science passive effects is 110% of crit at best.
So a hit for 1292 should regen 1,421 not 5965
@Kabam Miike
The problem with Mr. Sinister is that the number of viable counters is too limited if you don't have Heimdall and Angela. There's only a handful of counters without said synergy that can actually do some damage, and even fewer that can counter all aspects of the nodes. Gulk with Heimdal and Angela is one of the only true counters besides maybe Vision with Heimdall and Angela. The fact that both of the best counters require two other champions for synergy just seems like a poor design to me.
For Mordo, I thought the fight was fine except for the node Strength in Numbers. This node is a bit ridiculous because it forces you to make sure your whole team is revived so you don't suffer the severe attack and ability accuracy cut. I don't know who everyone else used for this fight, but unless you have some way of gaining power outside of basic hits then you are going to die after 15 hits. Because of this you end up essentially using one champ against the boss, but if the rest of your team is dead when you reach the boss you need to revive them all so your one champ that counters the boss doesn't suffer attack and AA loss. Once I had everyone revived, however, this fight went relatively smooth with Blade, the team revive that I had to use just felt extremely wasteful and pointless.
Besides these two bosses, I felt the content was pretty interesting and well thought out. The global nodes were difficult but easy to work around once you figured them out. One question I did have. Why does the health pool of the champs in 6.2.2 - 6.2.4 get to 350k ish health and then drop back down to 180k ish for 6.2.5 - 6.2.6? This felt out of place and some of the fights took ages with health pools so large.
I don’t think kabam realizes that making content next to impossible turns players off. Thinking about deleting this game forever. It’s just all about the money now. The fun is gone.
Appreciate it bro.