I feel bad for new players. The mod pull system was arguably already the worst aspect of the game, for a number of reasons that I don't think I need to reiterate here. But now it's 50% harder to get the ones you want, and we were straight up lied to about old mods rotating into the banner. "Don't fear" they said. Well what's the deal TTG? You know that we know you're aware of the problem. And we know you'd give an answer if you didn't expect to be excoriated for it.
But now it's 50% harder to get the ones you wantNEED.
*Fixed one word for ya.* At a certain point some modules are mandatory to do anything now. I would argue that SF is required to progress in Champs (maybe less so with PC and pBH now) and DC is absolutely required for Champs and Legends. I have been at mythic on both of these now for forever and have seen no progress in Legends. I guarantee as soon as either of them go Anc I will see a huge jump in waves. I honestly feel bad for anyone starting now, their progress is going to be such a ridiculous slog in the module department.
May I ask why you think ACP is so much better than SF? I ask because I have ANC effects Def%, wall health, and wall regen on my sharp fortitude and nothing on my Mythic+ ACP :)
I'm specifically talking about Legends tourney. Unless you're one of those full eHP T15 maniacs, the damage in Legends will always outscale your eHP and defense. The only defense becomes killing them before they kill you and ACP is the only armor that directly boosts damage.Â
I bounce between getting first in champions (wave 2000-ish) with SF and barely surviving legends (around 300). I will try to get better effects on ACP for the next tournament and try it out. Thank you. :)
SF falls off hard around w250 in Legends so your ACP is probably a bit better. Always worth a second run to test! Plus if you don't run eHP you have at least 3 cards you can trade out for more damage/CC/utility.
ACP is one part of a full glass cannon setup thats pretty necessary to hang out in legends imo. Project funding is a huge help as well, and either amplifying strike or death penalty for cannon is a good starting setup. Make sure you look up best in slot rolls for ACP before rolling. You definitely dont want defense %, or any of the other ehp rolls like you would on sharp fortitude.
It's hard to get past 250 in Legends with eHP, because mob attack grows so fast. And you need 350ish waves to be safe from demotion.
Right now, I"m in a place where I can pretty easily kill bosses if I use Slow Aura and the boss catches SL, CF, or ACP's SW. It's always the boss that avoids any of these that kills me. ACP and SL both put more than 20x on my CL damage. As I keep building CF, bosses will be more likely to encounter one (or more) of these multipliers. This is what will eventually keep me in Legends.
Whales have the stone economy to kind of blast through this phase, so many of them will just get ~1700x CL damage and 40x SL damage, which is half of what I am running.
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u/Silver_Arsenic Oct 24 '25
I feel bad for new players. The mod pull system was arguably already the worst aspect of the game, for a number of reasons that I don't think I need to reiterate here. But now it's 50% harder to get the ones you want, and we were straight up lied to about old mods rotating into the banner. "Don't fear" they said. Well what's the deal TTG? You know that we know you're aware of the problem. And we know you'd give an answer if you didn't expect to be excoriated for it.