Here's Hellhades video with his immediate thoughts.
What do we think though?
I don't know about this. I feel like they added a few too many restrictions on it for no reason other than to be annoying. By the looks of it, decrease speed is mandatory. Decrease acc and/or increase resistance might be in the same league to prevent the debuff stacks from building up. On top of that, you're handicapped by not using a matching affinity on all your champs, and for some reason, multi-hit skills are punished because... well, I have no idea actually. It's not like they have a functional difference in most cases outside of FK, fighting Rotos, and the choice between GS or WM mastery. Then there's the fact that you can't experiment like in DT, FW and CB since the attempts will cost energy as well as keys (and not a token amount of it either).
I'm not a big fan of these "do you have this very particular set of champs" features, and this looks to be in that vein of content. If I were to pick out my biggest issues though, it'd probably be the penalty for multi-hits which makes no sense whatsoever to me, and the energy cost which I'm always running out of as it is. Maybe in a year from now if I have a diverse enough roster and I'm hopefully not behind on gear and masteries constantly, I might appreciate this content more, but as it is I'm not really feeling it.
I agree that the multi-hit penalty seems a bit arbitrary on top of an already complex boss. Otherwise it looks pretty fun. I'm a midgame player just starting to broaden my roster, and this boss incentivizes more of that. I just pulled Boragar and was already excited to build him for hard DT. Now doubly so.
I hope they make it ignore unkillable though. One of the least fun mechanics in the game IMO, and it looks like it completely trivializes this boss and its affinity requirements.
I think it will be a complex battle but not as challenging as hydra I expect a month and we will have a solid idea of teams to use then they will nerf the heavy hitters we use to beat it to make it alittle harder on us so please let's not make it look to easy everyone let's sweat for a min then finish it
One other thought - it seems like the debuff can't be removed, but it CAN be "removed" by dying. So perhaps Revive on Death teams are going to be strong. Hello, Cybele?
I like where your going I'm going to go with shamrock he's the best rev on death I got plus the dec speed on them and speed up on mine
The new Dungeon looks interesting, even though I'm less than hyped about the whole Awakening stuff. I mean, how much stuff can you keep adding to a thing before it just becomes a mess of a thing? The game is complex enough. Half the playerbase are already more confused than a blind man at an orgy with all the different mechanics already in the game. But, whatever...
In terms of how to beat this, I'm on board with Krama's strategy of Decrease ACC and high/Increase RES. I'm also brainstorming about having your decrease SPD champ the fastest. After they debuff the boss, you can freely buff your team. Once we find out the SPD of the new boss, I think it will be possible to auto it like an UK Clan Boss, utilizing Block Damage and Unkillable. It will take some time, but we have a lot of smart people in the community, somebody will figure it out, for sure.
I do like the extra layer of content added , think this will be great , but if anything i think a fail run should not cost energy or key , similar to DT and FW ...
Would make sure people arent afraid to try it out if fails dont waste your energy and keys for it ..
Otherwise its something i will put on shelf till im sure to clear the stage , wasting energy for a maybe of maybe of rng .... isnt my thing yet ... not far enough to judge it all either !
On the fence myself about all this. My biggest grievance is, this will drain up to 120 energy per day, doesnt look like much, but over the long haul, it's a lot. Maybe if they raised energy cap to 160 to make up for it, then i'd be ok with it. We get capped at like what? level 60? so give one more energy per level until 90, why not?
On the fence myself about all this. My biggest grievance is, this will drain up to 120 energy per day, doesnt look like much, but over the long haul, it's a lot. Maybe if they raised energy cap to 160 to make up for it, then i'd be ok with it. We get capped at like what? level 60? so give one more energy per level until 90, why not?
I would love to see an energy cap increase as our energy requirements have now. Will forward this on to the people at Plarium. :)
Well. This was my fear, and it seems to have been confirmed. Guess there's now a very real chance that I end up done with this game in a few months, when I finish with Ramantu.
If that was the case, you would have been done anyways, when you finished Ramantu.
There is certainly an end to the game for people who aren't ever going to push Plat. *shrug*
Also... looks like collecting the souls are going to take A HOT MINUTE even if you can beat the top levels of the dungeon every day with no issues. A long journey that rewards wide and well developed rosters the most.
This is also supposed to be a farmable dungeon. If a CC with their crazy gear on free roll test-server testing can't get through it, how is it going to be farmable for anyone?