**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.
Options
Comments
Shoutouts to @RichTheMan, Star and ... I forget who else was working with her, and @DorkLessons for actually reasonable fights. I kinda hate Lagacy right now, but I'll get over it. Shoulda brought Starky.
Thanks Kabam! More of these would be cool. Maaaybe a little more rewards for the effort. It's a lot for a player who's operating with 5/50s, but still, cool event, hope we get more.
And thanks @DNA3000 for putting your design thoughts on here. That’s what I like most about this. Reading what were your intentions and how much thought went into this.
Hope we can see something like that from the rest of the creators.
Congrats on this boss rush. I would’ve completed it even without rewards just to play what other members of the community designed.
Hope we can see more of this type of content soon!
If I was designing the map completely from scratch, what I might have done (if it is possible to do) was to make each fight grant a reward unto itself (only achievable once), composed of 1000 5* shards and one other bonus reward. Full completion would then grant an additional 4k 5* shards to top it off. The bonus rewards would be nice to haves but not ridiculously high. Things like gold, boosts, and sig stones. This way players that can do a few fights but can't finish the entire map could still get partial rewards.
It would have been funny to give attack boosts for King Groot and a revive for Domino, but that might have been a little too meta.
[That's a joke: don't hate on Lagacy or any other boss rush content designer. Every designer spent significant time creating and testing these creations for no compensation beyond wanting to create something interesting for the players. It is not easy deciding how easy or hard to make content, and every designer had to use their own mental compass to guide them. Every fight was interesting in its own way, some just more difficult than others, reflecting the fact that the designers as a whole come from a wide range of MCOC players.]
Why? Because both King Groot (in a way) and Invisible Woman have opportunities to heal (via Willpower and Life Transfer respectively). And while Domino and Quake are hard fights, SS is the "oh hell no" fight where most players will need either luck or the right counter or both. Putting the oh hell no fight near the end instead of the beginning makes the map more frustrating because you have to plow through almost every other fight to reach him.
The map would become: I'm Restarting This, Cross Your Fingers, Thanks Rich, Dammit Dave, Heal to Full, Thank God Its Over.
Aside from the personal undertone, I could think of some ideas like Sinister with Masochism, Thorns, Unblockable, and Heal Block.
The "too mean" probably refers to my post. I originally suggested a particular combination that I thought would represent the upper limit of skill-based difficulty. I assumed most readers would understand this exchange between Kabam and myself was light-hearted and not intended to get me to "dumb down" my ideas. I knew the suggestion I was making was stratospheric in nature, it was just a point of reference to start the conversation.
As far as I can recall, Domino, Quake, and Symbiote Supreme were significantly modified after testing (downward). I think King Groot, Invisible Woman, and Taskmaster are the same or similar. The entire event wasn't nerfed down to a lower difficulty, such that there exists a complete higher difficulty version that was never released.
https://youtu.be/odsmd72RO_s
If you have to modify something from it's original intended state in a downward manner, you're essentially dumbing it down. That's not an intellectual inference, although I can see how it could be construed that way.
My issue isn't with you guys (I genuinely appreciate your efforts in assisting to put it together), my issue is with Kabam for putting out content that appeals only to certain player bases while leaving the rest of us thirsty. There's no reason there couldn't have been epic, master, heroic and beginner difficulties for this other than the game crew not wanting to tier rewards for the different levels.