**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
After that I am happy doing till master. Epic is for seriously legends and those with very very high skill like they kill without touching the defenders.
I am decent in skills, not great, not bad. I feel this difficulty is not for me.
Can promise you I’m far from an expert also
Here is a screenshot of what Kabam has said a team PI of 30,000 should be able to handle. Its directly from 5.2.4 Lines In The Sand, recommended team PI 30,200.
Here is a screenshot of champs from 6.2.1 (literally the current endgame chapter).
The epic quests are much more aligned with the endgame than not. It's not impossible, but stop saying it's not end game content.
Edit: In case anyone is wondering I've 100% epic every day so far no items used.
For example, I think every single one of my runs has had some form of thorns node that I've had to deal with. A boost that helped to counter that type of node would be far more useful then building up an immunity to some debuffs or giving a small chance to evade specials. Most of us that play epic bring in counters to champs such as MS, Iceman, and Abom, so a boost to build immunity doesn't really do anything to help us. Also most specials are evadable and people playing epic know how to deal with most champions special attacks even if they aren't evadable, which is why that evasion boost isn't really of benefit.
Give me cavalier difficulty epic is for begginers
You have to play the labs as a metagame. The goal is to eliminate as many nasty nodes as being problems as possible with your team, so that if you do pull a combo you can't do the odds are as high as possible that a randomizer won't land on a combo your team can't do. You want an answer for Regeneration. You want an answer for Biohazard and Backblast. If I had a Namor I would be bringing him to eliminate nodes like Spiked Armor as being a threat, but instead I use AA against that node if the defender is not immune to bleed and poison.
You play against the nodes, not the defenders. And to do that you have to be able to beat any defender with any attacker in general, so that you can concentrate on countering the nodes. If you need one special attacker to beat one hard defender, that's already going to make life much more difficult in something like the labs. Even I can't really do that perfectly, so I have to work around the few match ups that are problematic for me carefully.
There is some luck to the nodes and the randomizers, but that doesn't mean a player that thinks strategically won't do much better than a player that doesn't. You can leave everything to chance, or you can try to shift the odds into your favor with the right team combinations.
And I mean that literally; the more I play the labs, the more I see that it is the combination of the champions you bring and the randomizer effect that is what matters. If the randomizers didn't exist you would need to bring a team that could best deal with every possible buff combination. However, with the randomizers that's not the best team to bring in my opinion. The best teams I'm finding are ones that trade covering every base with covering enough bases with more strength to maximize your chances of getting through the content.
To oversimplify: suppose you could only bring one champ, and it is possible to pull nodes that have bleed effects and nodes that have poison effects. Without randomizers you can't bring Hyperion: he has a good chance of just bleeding to death. But with randomizers, he is a valid choice because you can reroll bleed and keep poison, and he might be a much stronger choice than your champs that are both bleed and poison immune. Rather than covering both bases with a lower damage champ, you cover one base with a higher damage champ and use the randomizer to eliminate bad nodes.
The labs are a much more complex version of that, for players willing to think in those strategic ways. The randomizers are a weapon, and for that matter the entry tickets are a weapon. I have four tries to get two completions, and sometimes a path is clearly going to eat up too many randomizers and I just give it a try and if I fail I exit.
Actually, now that I think about it I wonder how many players even scout ahead. On your first entry you have a choice of going left or right. I wonder how many players look at the champions and the nodes for each champion to see if one path is easier than the other. That's almost a freebee for the first run.