After 6 weeks of trying out the new rifts, I can most definitely say that PIERCING, with the doubling of effective damage, has kinda broken rift defense. Before PIERCING was introduced, I was able to get 1-2 defense wins in 70% of the rifts I play and with about 30% with the opponent unable to clear one of my nodes. Now, I only get defense wins in about 20% of the rifts, with less than 5% of the time opponent cannot clear my node. Furthermore, many of the wins post PIERCING are very close to perfect score at 23,600~ish. Note that the maximum score possible if you instant win each battle in 1 hit, using blockbuster, and lose zero health (only possible with modded apk) is (1000+360+300+200+100+2*250) = 2460*10 = 24600.
My point is that if legit players (dia2) can quite regularly get 23600 which is just a mere 1000 points from a hacked score of 24600, then clearly, rift has been made too easy for attackers. for me, there is a clear 2000-3000 rift point jump for the average score of attackers on my rift.
I dont think my rift defense is too easy, since I have almost +100% hp, 50% defense on all characters and 80% meter gain for some characters. My boss node has max marquee big bands with 3s super slow mo, cripple decker, and hexy time, and people are still doing perfect runs and completing boss with not a xeno, but a single dia harle + low lvl gold SG support.
For myself, I just cant understand why rift defense has to be nerfed almost every patch...
for boss node:
- rift started with +200% hp/att on boss node and sacrosanct which prevented doom cheese on boss node.
- sacrosanct got removed and bonus reduced to +150%
- catalysts introduced and bonus reduced to +100%.
- catalysts got nerfed bad - armor rating, into thin air. defense wins got nerfed to 200 points.
- this patch: catalysts got nerfed further - futile resistance and autoimmune (6s is super short compared to 15s). resistance got introduced, but defenders have to get max resist on 3 defenders on boss node vs attacker simply countering with max accuracy on one xeno or other carry. (see the difference in difficulty of 1 vs 3 movesets?)
- this patch: piercing introduced which effectively doubles damage on boss node. I cant see why people wouldnt have at least 1 carry with max piercing for boss node after 6 weeks postpatch. furthermore, armor got nerfed to 20% instead of 25% and piercing pierces armor. vs max piercing, it means my heavy metal with max defense and 2.5 stacks of armor would perform the same this patch as a heavy metal, max defense in previous patch with no armor proc.
This is really a slap to the face for people like me who have invested heavily in stall characters like Last Hope (who is also great against xeno cheese), Big Top, GI jazz etc. My catalysts also try to counter the counter of hex, or chaos marquee doublicious. Now, I see people just brute forcing it with piercing, since it is slower to use a low dps hex character or relying on marquee bleed.
For reference, in prize fights, the top 10% or top 100 routinely gets very high streaks at more than 50 or 60. What I am trying to say is that good attackers, wayy before piercing was introduced, can regularly win against prize fight diamond defenders with +500% hp/att, much less a boss node with +100% and 3 catalysts (which is hard to squeeze the 400% difference in ehp from).
Why is there a need to nerf rift defense nodes even more considering the rift stat bonus is already so low compared to what is regularly achieved in prize fights?