Slapdash ★
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Found a home, thanks everyone :)
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It makes sense logically, if you clear your mentality of timing out being a disaster as it is in war. It's a point penalty, because you get less from defender hp and time, but not game ending, which I'm personally okay with. I could see maybe slashing your hp like in war and aq and awarding attacker hp points based on…
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Quake by a mile. She's carried me since using the 4* r4 in act 5, all the way through act 6 with the 5*, and in every piece of content in between (including an unhealthy amount of quaking in Labyrinth). I've only recently been using her less because my roster is large enough that I rarely need to.
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Since I don't think I can delete this, I'll just put here that I completely misread his description, and that he's working fine.
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Hang on now, you don't want to sound too reasonable and accidentally create a good discussion.
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He doesn't have to fight every fight. I said paths that have "enough fights with buffs" not "buffs on every fight". I can't justify bringing him to a path when he can only do a fight or two (where another mystic could do that and more), unless the fight(s) are extremely niche.
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Let me put this another way. Let's say half of the paths in endgame content/war/ variants have enough fights with buffs to bring sym. I'd consider this a fair estimate. From this half, nodes will eliminate matchups, just like every other champ. The problem is the "From this half" clause that other champs don't have. Many…
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Sure, every champ has weaknesses. The problem is that for sym to be in the discussion, there have to be buffs, and I can't think of a more damaging weakness. Your comparison, Doom, has nothing even near that. Even ignoring the issue of buffs, sym's power control and tanking is solid, but putting him over Doom and Magik…
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There are plenty of scenarios in act 6 and 7 where he's either not ideal (in comparison to other mystics or in general) or unusable, despite buffs present. His effective range is definitely narrower than all buff matchups. Since top mystics tend to have power control, tanking l3s doesn't make him stand out that much, even…
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The conditions do exist, no one ever said they didn't. They just don't appear often enough to make him "top tier" imo. He's probably the best for that fight, but for how many more?
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Recruits found
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Still need a few, but for the end of aq week now.
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Line ID slapdash1
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The difference is how you were doing donations before. Since most alliances had a treasury built up, they could do a bit of a discount, so that's where I got the "more expensive" notion from. In actual cost, it is cheaper, but the difference is pretty much nothing.
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Because of the complete removal of gold rewards from map 6, if you do an even split, gold is more expensive. Why they removed the gold I still dont understand.
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No longer searching
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That's really weak, I guess it does ignore those champion boosts. Wierd that Kabam did that.
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If you can play around it with Hyperion, then more power to you, though I dont know how you'll possibly pull that off. Also, 25% of his attack is nearly 7000 damage, so it's no small amount of pain. 4 or 5 will kill unboosted champs.
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Spiked armor, if you crit with physical contact, you'll damage yourself heavily. You also need to be immune to incinerate, so you can bait out sp1s, to avoid his sp2 phase that makes you miss. You cant stop the incinerate or spiked armor with ability accuracy reduction, and knocking him down will put him in his shield…
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Any changes on the Darkhawk boss? That fight is incredibly unfair, requiring either the single counter (Torch) to get through effectively, or a ton of units.
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Search has ended
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Not sure why this posted two times. Same time stamps too. It was not intentional.
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In endgame content, you will not be just handed 3 fights. With Cull's unramped abilities, they will be knock-down, drag-out engagements. You mention that he will kill opponents before nodes really eat away his health, but this will in no way be true for the first couple fights. These will likely cost potions to get done.…
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Existing nodes like Buffet, Masochism, Stun Immunity, and Mighty Charge, to name a few, slow if not stop Cull entirely. His block proficiency is also quite low, and his damage is behind a difficult ramp up. Things already exist that counter him.
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We aren't, of course, making final decisions. However, it's best to have open discussion, if only to ensure that good ideas are known. If no one has discussion, or even can agree on anything, Kabam will take matters into their own hands, and leave the community out of the decision-making process entirely.
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Since they're so worried about that high damage, I'd say make him easier to ramp, but reduce the peak damage, either through an armor break or Thanos' Favor nerf. His low block proficiency could be improved as well, since it exists only as a penalty for his damage.
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Overall, it's definitely better for the game and community if we have open discussion about how this should happen, as Kabam isn't likely to back down on the nerf itself. It's much safer than if we leave Kabam to their own devices.