Last 10% of 6.2.6 Champion from a game design perspective
This is not a post insulting Kabam, nor am I asking for help beating him. Rather, I was pondering whether the last 10% mechanic makes senses within the context of this game. Because it requires a very specific skill set (repeating maneuver).
MCOC is f2p game. Obviously, the goal is to have as many people spend as much money as possible. All the prior tough story champs could be beaten with skill (collector at least partially), persistence (grinding) or units (money). As time went on, they became easier with new champs to encourage new players to try to catch up.
Contrast this with a game like Dark Souls. Once they have your $50, that is it. A very low percentage of people actually buy large content dlc. The game designers have their vision. If you don't have the skill to beat a certain boss, too bad. The metrics show that very few people finish such games. Most get stuck at a point and then stop. Only the most hardcore finish. And even people who don't finish still buy the sequel.
MCOC is ongoing with new content and challenges. The player is supposed to keep spending money. However, the Champion of 6.2.6 seems to have the opposite effect. If you do not have the ability to do the specific dexterity 5x without dying, you can go no further. Grinding or paying will not help. Buying new crystals will not help. Kabam knows the spending data, so I could be wrong. But instinctively it seems that if many people just give up on the Champion or never try at all, players will spend less on the fight and maybe even lose interest in the game. Super skilled players probably won't have to spend much, but they never do. And above average players might spend units to get by, but that leaves a whole lot of people out.
I saw others suggest that the indestructibles should remain off after you revive. This seems to be more in keeping with the f2p model. If this happened, if you were good enough to occasionally pull it off, you be encouraged to keep trying until you got it.