No Retreat No Skills

I made this post after trying multiple times with multiple 5* r4 champs to deal with it. Why the timer on no retreat is set at 1,2sec and whose call was that? Was that even tested? With the 5*s 6*s restriction at act6 and only Ghost and AA can counter this node, anyone who doesn’t have them is convicted to spend outrageous amounts of resources in order to tank the degen or unavoidable block damage. There is nothing that skills are involved, it’s clearly whether u have specific champs (of specific rarity) or u are punished for dexting. Pure bs. My suggestion is reducing no retreat timer to 1sec or 0,9sec if needed, so the guaranteed damage can be avoided with skillfull playing. Waiting for a responsible answer for a moderator and community opinions always welcome.

Comments

  • WorknprogressWorknprogress Posts: 2,031 ★★★★
    Be glad it is what it is currently. No retreat in the 6.1 beta had no timer at all. You got degen every single time you dashed back
  • GreekhitGreekhit Posts: 220
    edited September 2
    An 1,2sec timer on aggressive opponents. Guaranteed block damage. My estimation is that an ~1sec timer would allow a high skilled player to avoid the incoming damage. Anything above is just bs.
  • GamerGamer Posts: 4,452 ★★★★
    Quake can do it to not the quak and back but she can be good to.
  • UmbertoDelRioUmbertoDelRio Posts: 2,224 ★★★★
    I didn't use a single revive on that mission. I did however use a lot of energy to get used to the node.

    Maybe try to actually learn how to play around it instead of complaining about it being unfair? The node actually isn't that bad ince you adjusted your playstyle.

    Didn't use any of the champs you mentioned by the way.
  • RasiloverRasilover Posts: 282 ★★
    Thing can ignore the degen with protection
  • SeraphionSeraphion Posts: 191
    What about Gulk?
  • Nick_Caine_32Nick_Caine_32 Posts: 432 ★★★
    Seraphion said:

    What about Gulk?

    He's one of the best if not the best counter for this node. I plowed through it with mine
  • RazorDevilRazorDevil Posts: 387 ★★
    Greekhit said:

    So the majority of the community possesses a 5* Ghost or AA and is not affected by this bs node. Interesting. 🧐

    I actually do posess a 5* ghost so I can't say yes or no. I imagine it's harder without her.
  • Lvernon15Lvernon15 Posts: 3,148 ★★★★★
    This node really isn’t an issue, there are tons of champs who get around it, parry heavy champs power control champs and ghost and quake, the node can be played around by being consistent with parry and using alternate special baiting tactics like hitting their block, yes you will have the occasional scenario with certain specials or stubborn ai where you are forced to take some degen or block damage, but it’s no worse as a node than something like bane
  • theMercenarytheMercenary Posts: 123
    I recently explored that quest and I don’t have AA or ghost. All you need to know is you gotta use either Ghulk or high block proficiency champs like captain. Only pain was korg and boss himself.

    After that quest all I wanted to dash back for nothing lol
  • CodeOmegaCodeOmega Posts: 116 ★★
    @UmbertoDelRio lots of the special attacks are unavoidable damage (coming from someone who has 100% that quest) since you can’t dex the entirety of multi hit specials
  • EpistriatusEpistriatus Posts: 646 ★★★
    edited September 3
    Any1 remember slashed tires in act 4....fun times weren’t they. No timer, just dash back & take the damage.......yeah fun times, especially against that juggs 😁😆
  • GluteusMaximusGluteusMaximus Posts: 839 ★★★
    edited September 3
    Greekhit said:

    In both cases is unavoidable damage. Pure design and clearly cash grabbing nodes.



    The team I used.

    Clearly not a problem for some (me anyway).
  • Greekhit said:

    I made this post after trying multiple times with multiple 5* r4 champs to deal with it. Why the timer on no retreat is set at 1,2sec and whose call was that? Was that even tested? With the 5*s 6*s restriction at act6 and only Ghost and AA can counter this node, anyone who doesn’t have them is convicted to spend outrageous amounts of resources in order to tank the degen or unavoidable block damage. There is nothing that skills are involved, it’s clearly whether u have specific champs (of specific rarity) or u are punished for dexting. Pure bs. My suggestion is reducing no retreat timer to 1sec or 0,9sec if needed, so the guaranteed damage can be avoided with skillfull playing. Waiting for a responsible answer for a moderator and community opinions always welcome.

    This was tested: as @Worknprogress stated originally in beta there was no timer so you were just being evaporated if you dashed back at all. In beta the only way I could finish the map was with Hulk Ragnarok. On live, I primarily used Hulk Rag, Vision, and Blade. Hulk counters the degen somewhat. Vision has a lot of power drain which allows you to play aggressively with block and intercept tactics. And Blade can heal the degen if you make occasional dash backs since the timer prevents rapid stacking degen.

    I did use AA in 6.1.1, but he wasn't as effective for me as the other three. In any case, the current 6.1.1 is very much a skill-oriented map: certainly some champs work better than others, but there are a large number of viable options if you play well.

    There was a thread that formed to discuss strategy and tactics for 6.1 when it first released, it is still occasionally active but also contains a lot of valuable historical discussion for 6.1: https://forums.playcontestofchampions.com/en/discussion/127897/act-6-chapter-1-strategies-and-tips
  • MDavisMDavis Posts: 18

    Be glad it is what it is currently. No retreat in the 6.1 beta had no timer at all. You got degen every single time you dashed back

    I wonder who came up with that concept, it legit makes 0 sense….

  • MDavis said:

    Be glad it is what it is currently. No retreat in the 6.1 beta had no timer at all. You got degen every single time you dashed back

    I wonder who came up with that concept, it legit makes 0 sense….

    In fairness to the devs, you don't know what your top tier players can do until they try. I'm not a top tier player and I was able to finish the stupid version in beta, although I needed Hulk Rag and a significant amount of practice. But I believe there were other players capable of doing it with other champs, albeit at extreme difficulty. Enough players complained about it that it was toned down before release, which is actually how a good beta works. They wanted to challenge the top level of players but they went a bit too high, the beta testers collectively told them it was too high, and they adjusted the difficulty before release.

    Interestingly, 6.1 did not have beta forums, so all the beta testers tested in isolation. So none of us really knew what everyone else was collectively thinking, and thus none of us actually knew if the feedback was going to be unified on No Retreat enough to change it. I think while many players who saw 6.1.1 for the first time when it went live thought it was too difficult, many of the beta testers actually breathed a sigh of relief and thought it was easy, precisely because they had been primed to expect the worst from the beta experience.
  • tafretafre Posts: 128
    edited September 4
    This node is a tough node yes but with decent counters you can learn to play around it.

    I believe that Act 6 is mainly focused on alternating the regular play style we are used to. They want us to play in a different way to beat the content, the style we mostly use, like in Arena or in most of the content before Act 6. So I first suggest to get used to the alternative play style that is encouraged in this chapter. Try to parry everything, try not to dash back multiple times while evading special attacks, leave urself open to bait special attacks by parrying and dashing back to avoid multiple dash backs etc. After adjusting to this play style, you can use almost any champ to get through, ofc some champs are more useful in chapter.
  • tafretafre Posts: 128
    tafre said:

    This node is a tough node yes but with decent counters you can learn to play around it.

    I believe that Act 6 is mainly focused on alternating the regular play style we are used to. They want us to play in a different way to beat the content, the style we mostly use, like in Arena or in most of the content before Act 6. So I first suggest to get used to the alternative play style that is encouraged in this chapter. Try to parry everything, try not to dash back multiple times while evading special attacks, leave urself open to bait special attacks by parrying and dashing back to avoid multiple dash backs etc. After adjusting to this play style, you can use almost any champ to get through, ofc some champs are more useful in chapter.

    For instance, Gulk activates Face Me against this node because the the damage is passive so you can dash back with a bit more freedom.
    Obviously, Ghost is also a great option. So is Blade with his regen if you mess up. I used Domino with Rulk quite a lot when I first cleared this node with parry and heavy. Other options might be CapIw, Quake using parries, Namor with high sig to reflect the damage whilst attacking etc.
    Good luck hope this helps!

    PS: I had to post 2 seperate comments because for some reason I could not send the combination of the two comments.
  • tafretafre Posts: 128
    This node is a tough node yes but with decent counters you can learn to play around it.

    I believe that Act 6 is mainly focused on alternating the regular play style we are used to. They want us to play in a different way to beat the content, the style we mostly use, like in Arena or in most of the content before Act 6. So I first suggest to get used to the alternative play style that is encouraged in this chapter. Try to parry everything, try not to dash back multiple times while evading special attacks, leave urself open to bait special attacks by parrying and dashing back to avoid multiple dash backs etc. After adjusting to this play style, you can use almost any champ to get through, ofc some champs are more useful in chapter.

    For instance, Gulk activates Face Me against this node because the the damage is passive so you can dash back with a bit more freedom.
    Obviously, Ghost is also a great option. So is Blade with his regen if you mess up. I used Domino with Rulk quite a lot when I first cleared this node with parry and heavy. Other options might be CapIw, Quake using parries, Namor with high sig to reflect the damage whilst attacking etc.
    Good luck hope this helps!
  • hungryhungrybbqhungryhungrybbq Posts: 468 ★★
    edited September 4
    Full disclosure, I haven't read the whole thread. Just the original comment. This node can be countered with your type of play style. For me, the key was to interrupt the defenders heavy attacks in between hits. Almost all of the multiple part heavies can be interrupted, stopping you from having to dash back twice. Sabretooth included. I had used heavy attack interruption from time to time before this quest (fighting stun immune Medusa in war is one good example), but this quest pushed me to use it in situations where I normally wouldn't think of it or need too. I actually walked out with a sense of accomplishment after. Learning a new play style. All is to say that it's not only champ selection that matters with this node. Technique is part of it.
  • Lvernon15Lvernon15 Posts: 3,148 ★★★★★
    MDavis said:

    Be glad it is what it is currently. No retreat in the 6.1 beta had no timer at all. You got degen every single time you dashed back

    I wonder who came up with that concept, it legit makes 0 sense….

    I’d guess the same guy that designed 6.2
  • A l p h aA l p h a Posts: 352 ★★
    edited September 4
    Wait until you fight the 6.2 champion with a no retreat linked node... truly fun and interactive, but not as fun as prove yourself on him 🙃

    A l p h a
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