Act 6.2 quest design concerns and the future of the game
So I normally enjoy playing this game, and all the harder end game content, but Act 6 seems like the most cash grabby content ever released in the game, especially Act 6.2.
Mr Sinister boss is pretty much impossible to beat without either having Heimdal, Hela and/or Angela as a 5* min. or Hyperion... OR just dump a WHOLE lot of revives until you chip him down. (CASH GRAB).
Mordo boss is designed so that you either have to keep using 1-2 champs the whole quest and reviving them as you go (CASH GRAB), or use up all your champs throughout the hard quest and at the end HAVE to revive your whole team for any hope of beating Mordo (CASH GRAB).
The Champion Boss fight is so badly designed, that you need a champ who removes Unstoppable to have any hope of not dropping dozens of revives to get to the last 10%, THEN do a pretty bad rain dance into his special 1 to Dex the last hit and remove the Indestructible buffs. Some champs have too big of a hit box when you dash into The Champion's SP1 that you'd never get close enough to Dex and therefore the fight is impossible. So you have to figure out who's medium dash hits small enough to make that ill designed mechanic work. Unless there's some other method nobody's found out yet, the way to beat The Champion feels like some DISCOVERED cheat instead of the players solving a fight puzzle designed by Kabam. (CASH GRAB).
I really do enjoy playing this game, and hope Act 6.3 focuses more on smart design of fight, and nodes where you stand an equal chance of beating the content with just about any character instead of a key few (which is what I thought the whole 12.0 update debacle was supposed to set forth as Kabam's direction with game design). Making fights based on unavoidable damage over time narrows the effective counters to a select few options, leaving a large percentage of the player base helpless to use their SKILL to beat the game with their hard earned rosters.
I do understand this is a game that was built to make money, and an easy way to generate income is to force the player base to buy ressources necessary to progress, but there's DEFINITELY a better way at doing that than making fights only passable by the majority of players by burning up items. I was a very light spender in this game until they started rolling out the monthly Unit Card deal. Now I drop real money everytime that deal comes up, it's not overpriced and a great value without being game breaking... more reasonable deals like that would generate lots of money and keep your player base happy and wanting to keep playing. Throughout Act 6.1 and 6.2 I contemplated just quitting the game at least a dozen times, and I don't think that's what Kabam's design team intended.
All this to say, I hope the design of Act 6.3 and all future content take a more creative turn in challenging the players instead of relying on champion gate requirements (for both accessing certain paths AND actually being able to complete content without a certain specific champ). I've been playing almost since the beginning, and don't want to keep getting tempted to find a more enjoyable gaming experience somewhere else.