I guess the devs figured people would use the livewire/shock status to make every hit a crit. Those missions are trivially easy with it.Oh, I didn't think they were hard. Never failed one. Just thought they were obnoxious and unfun.
As far as I know, the hit squad challenges reset/refresh every session.so, the bottom left rank that activates hit squads: that resets? daily or something?
and mastery/tiers: completely unrelated, just keep doing X icon elseworld missions at higher difficulties to unlock higher difficulties?
I don't honestly remember what the modifiers are...but a build that I have that's at Mastery Level 75 and I assume can keep going, is Joker-based.Any tips for doing higher Mastery Incursions? I'm trying to do the Ivy one at MR13 difficulty but the modifier that heals enemies every time they damage us keeps making me fail the mission. Just can't kill enemies fast enough before they heal back.
Sorry, I actually meant for Finite Crisis instead of Fear. I'm still trying to get to Tier 3 Bane gears.I don't honestly remember what the modifiers are...but a build that I have that's at Mastery Level 75 and I assume can keep going, is Joker-based.
Everything into burn, traversal attack damage, traversal generation + the villain synergy that means that when an enemy is afflicted they get poisoned. Mixes Tier 1 Scarecrow with some pink items. If you really want I can send the full load out later today. But you should be able to get to 50+ with a non-optimized version that just focuses on burn/spreading burn which turns to poison, and traversal attacks. The loop is to throw a Diablo nade at a group of enemies, stay in the air, use traversal attack, shoot with a shotgun a couple of times to get traversal attack back, repeat. If you need nades, there's a skill tree choice that drops 3 nades when you do the ultimate.
For that one, I think just going with Craze on your way up. I remember doing Mastery 50 with every character by just equipping random Bane gear (My memory is Tier 1 > Tier 2?), and again, focusing on Traversal attacks + nades. Boomer definitely just had infinite Traversal uptime when paired with region on crits + a shotgun like Stacked deck, and I remember being surprised how quick. It can help a lot to re-roll useless stats like "damage to freezing enemies" to something that actually works with your build (like 30-50% traversal attack damage to crazed enemies) etc. But don't go overboard with re-rolls until you zero in on your exact build.Sorry, I actually meant for Finite Crisis instead of Fear. I'm still trying to get to Tier 3 Bane gears.
Character skill tree, you pick one per row.Is it possible to level up mostly everything in talent or are there limited points? I am undecided on what route I want to take with the talent pool.
Character skill tree, you pick one per row.
Squad skill tree is never-ending, so focus on the important stuff early, but know you'll *eventually* (if this game doesn't turn off 1/2 through planned seasons) be able to get all the stuff you want. I think I currently have Crit Chance/Crit Dmg/Traversal Damage/Traversal Resource Generation fully levelled up.
Current meta is very much not gun based, outside of using Crits to generate resource generation, so if you're going to skip one of those, Crit Damage could probably be replaced with some kind of survivability bonus instead.
Well, the campaign and Season 0 had fun gameplay, outside of mission variety - it felt like a good base for them to add onto. It also felt like they hadn't really expected players to be able to grind past Mastery 50.I'm surprised that the reaction for this game has changed so much. Before Season 1, the general consensus from actual players seemed to be "hey the game's actually quite fun, and the gameplay is pretty solid". Now I keep seeing people say "the gameplay has actually always been awful".
I like your optimism, but I don't share it. I have to assume both Episode 1 and 2 were finished pre-launch. It seems wild to me that they'd release an underwhelming first part of the season in a live service game, when you're trying to establish that it's worth coming back again and again to this. Plus, we've already seen the overview for Season 1 (the roadmap image), and there's nothing substantial that's still to be revealed for Episode 2 beyond more weapons/gear.I don't know what is planned for the midseason. But, I think we'll get a bigger season 2 update. I didn't expect much from season 1 since it was very close to launch, but season 2 will have had a lot more time to be cooked and (I am presuming) less bugs to be stomped.
I like your optimism, but I don't share it. I have to assume both Episode 1 and 2 were finished pre-launch. It seems wild to me that they'd release an underwhelming first part of the season in a live service game, when you're trying to establish that it's worth coming back again and again to this. Plus, we've already seen the overview for Season 1 (the roadmap image), and there's nothing substantial that's still to be revealed for Episode 2 beyond more weapons/gear.
I'd say that all available evidence shows no reason to be optimistic about future seasons. Doesn't mean they won't be, but they're not off to a great start.I don't know why you'd assume episode 1 and 2 were already done. They quite literally said they were working on season 1 after launch in a blog update. And I think it's safe to presume they haven't had great project management given the long length of development. My outlook isn't optimistic, it's just practical. I'm not talking about episode 2, I am talking about episode 3 aka season 2.
Apologies for asking a question that I'm sure has been answered:
When I was farming to get to Episode Fear tier 35 for Joker, I was able to get unlock a new tier for every run on Imposter Syndrome.
Since getting Joker, it now says Mastery and I can complete it on level 3 mastery. Repeating that gives no further rewards for the Episode Fear tiers.
Do I need to do what I did for Episode Finite Crisis and go around in a circle and complete other missions to boost the mastery level to be able to keep unlocking rewards now? I'm sure the answer is yes to this but I just want to double check.
Yes I know that. My question is do I need to do other incursions to increase the mastery level in order to keep getting the rewards, since before unlocking Joker I could just play the same level over and over again and unlock a new tier for the episode's rewards but that's no longer happening.Your max mastery level is based off your top 3 incursions. So in other words you need to do other incursions to unlock further difficulty.
Yes I know that. My question is do I need to do other incursions to increase the mastery level in order to keep getting the rewards, since before unlocking Joker I could just play the same level over and over again and unlock a new tier for the episode's rewards but that's no longer happening.
Thanks, that's what I figured. It was working before unlocking Joker but since unlocking Mastery I haven't gotten an episode level from replaying the one level. I guess I'll go do the other incursions while grinding out to Squad Level 50 / the platinum trophy.I never tried doing the same level just to get an episode level after unlocking mastery. But, I think you get 1 fear level for each mastery level you complete above the your previous highest. So if your highest is 3 and you do a 6, then you get 3 levels.
I couldn't see inventory mentioned in the notes - what are they saying about that?Honestly, feels way too late. All of these things were pretty easy to identify at release as problems - inventory, in every possible way, frustrating mutators/limited builds, lack of incentive to keep grinding once you hit Mastery 35, etc. They all needed to change, but needed to change early on. What's needed now is interesting new missions and the tweaks to incursions/world difficulty don't seem like much of a draw for lapsed players.
That you'll be able to break down items after mission completion and this is the first of many inventory related changes apparently.I couldn't see inventory mentioned in the notes - what are they saying about that?
Developer Update - April 26th
The creators of the Batman: Arkham series are back with a brand new action-adventure shooter. The most dangerous villains in the DC Universe have been forced to team up and take on a new mission: Kill the Justice League. Create Chaos in Metropolis. You are the Suicide Squad. Coming in 2023 to...www.suicidesquadgame.com
Another great upcoming patch on paper, but as always, delivery will be key.
Oh yeah, whole heartedly agree. This sounds like a great (again, on paper) upcoming patch, but it's really good for us still playing. I don't see anything here that's gonna make people that have given up to come back, and at this point that's what they really need.Honestly, feels way too late. All of these things were pretty easy to identify at release as problems - inventory, in every possible way, frustrating mutators/limited builds, lack of incentive to keep grinding once you hit Mastery 35, etc. They all needed to change, but needed to change early on. What's needed now is interesting new missions and the tweaks to incursions/world difficulty don't seem like much of a draw for lapsed players.
Thanks very much! Good changes.That you'll be able to break down items after mission completion and this is the first of many inventory related changes apparently.
Next patch seems like it'll have some good changes overall. There's still a lot of things to address, but it's good they're still meaningfully acknowledging stuff like this.
Seen a lot of games that bomb super hard and then coast to their expiration date without attempting to fix any real complaints or radically shift the core in meaningful ways since there really isn't a point.
I don't remember any mission being particularly tough, but general advice for missions:I'm trying to do the Fear season stuff, but these +2 Mandatory Global Warming missions are just impossible to finish. Particularly the last stage, where you have to hold off an insane number of enemies, including several tanky Brutes, before the scan meter is full and you fail the mission. There's just no way to take down all the enemies fast enough to hold off the meter. I feel like I'm properly geared, but the Brutes just take forever to kill. I couldn't even kill 1 without the others throwing me around so much I lost track of which one was closer to death.
This feels like such an impossible task. Anyone got any tips? Am I doing anything wrong?
For 1 and 2, I know which enemies I need to take down to get the meter down(they also show up with a unique icon on the minimap), it's mostly the rate at which the meter goes up vs the enemies going down, there were like 3-4 purple-HP bars Brutes jumping all over the place on top of everything else going on.I don't remember any mission being particularly tough, but general advice for missions:
1 always scan enemies, to see if they are highlighted differently (sometimes it's only red outlined enemies that count towards the mission objective).
2 if this mission involves a meter, maybe you have to focus on enemies close to the thing that's progressing the scan meter?
3 for brutes, stacked deck shotgun is pretty great to do massive amounts of damage quickly. Debuff them with that, then switch to abiilities or other weapon. If they are the type of brutes that have multiple life bars/explode, use traversal attacks/suicide strikes to interrupt that animation.