The Avengers is a great game buried under a ton of issues
UGH. That’s the sound my mind makes when I think of Marvel’s Avengers. It had everything going for it and rode the hype train like few games ever have. I mean, what could go wrong? The Avengers franchise had grossed more money than any other franchise in the history of the world, so if you take that and combine it with the most lucrative form of media in the world, and hand it to the capable hands of Crystal Dynamics, a surefire game of the year candidate would be born right? Wrong. So very wrong and while I love playing this game, it often makes me hate it so truly deeply at times that I wonder why I continue on. The best comparison is being attracted to someone who is so amazing looking and you have such a great time with and then you find out they drink gasoline for fun, are a part time ventriloquist and enjoy killing frogs with a magnifying glass. You’d be like “huh…there’s promise there but…wtf.”
That’s exactly how I feel about this game. It’s got some awesome combat and great voice acting combined with a very intriguing story that doesn’t mind delving into some untouched territory both villain and theme-wise. But it’s bogged down by endless problems that have less to do with how the game was designed and everything to do with the simplest part of making a game of this caliber. Effort and care. This game has very little of both. Let’s explore why.
Great Combat with nothing worth fighting
I get why in a game like this you’re going to be pitted up against a faceless army of some kind as that is pretty much the MO of every Avengers movie. The first had them fighting off Loki’s Thanos employed alien horde, Age of Ultron had the robot horde and then Infinity War and Endgame had yet another form of the alien army. So let’s not get crazy and say the AIM robots are so out of the norm for this franchise in terms of things to fight. The problem is the variety. Despite the multiple enemy types, they all seem so samey. New areas rarely present new enemy types and that is a trope that’s been the norm since the ’90s, yet here the same damn AIM soldiers appear time and time again, regardless of the environment you’re facing them in.
What makes this all the more tragic is the combat really does kick ass. Every character feels different to play as and the skill trees have endless moves to unlock and gameplay styles to embrace. Black Widow embraces here glass cannon playstyle with several ways to incapacitate and avoid enemies. Iron Man is the best realization of Tony Stark that the gaming industry has ever seen with 3 different styles of combat available with multiple unlockable attacks for each. The Hulk is an unstoppable force who destroys levels and causes absolute chaos around him with the proper weight to each attack that actually feels like the Hulk is supposed to. Captain America’s gameplay feels a little copy and paste from the Batman Arkham games, but also gets his own spin on it with shield-based attacks and some great party buffing abilities. Thor gets his full suite of powers to play as and while he’s not too involved in the story, he’s got some awesome abilities to unlock and the god of thunder feels just as dangerous as he appears in the movies. The weak point of the combat besides the boring enemies is unfortunately Ms. Marvel. In a game all about looking and feeling cool, she manages to do neither. I know she is a popular character in the comics and animated series, but she plain sticks out here in the worst way. Her combat looks like it came from a different game and just doesn’t feel fun at all and it doesn’t help that you are forced to play as her for a ton of missions despite the game being called Avengers. Her combat isn’t the only issue with the character though.
The old switcheroo
Ah the concept of “subverting expectations.” Game developers love to throw this phrase about and act like they’re the cleverest kid in class, but here it fails miserably. It seemed so simple, right? A game called Avengers where you play as those very characters that you love. That’s all you needed to do. You didn’t Crystal Dynamics. Instead, you forced a D level Marvel character into the lead role and force her into every story sequence possible. For the first two hours of the game, all you get to play as are Ms. Marvel and the Hulk.
Look at Bruce Banner here. This is how most Marvel fans feel about Ms. Marvel starring in this game.
The gameplay is one thing, but the dialogue is the other. For the life of me, I can’t figure out how they thought forcing an annoying teenager into the most popular superhero franchise of all time would be a good idea. Happy go lucky, talking to herself, telling horrible jokes, and just begging to be adored as “quirky”, Kamala Khan comes off as one of the worst additions to a famous franchise that I can remember. The story seems dark, but she does everything in her power to make you cringe every time you’re supposed to be immersed. It’s like a cartoon network show hijacked Avengers Endgame and the tone clashes so poorly. Her powers are lame, her character is painful to listen to and where you’re promised that you can choose whichever character you want, for the most part, you are forced to sit through so many segments playing as her that you wonder if the game should’ve just been called Ms. Marvel featuring the Avengers. This just isn’t a smart move and the story and game would’ve been served far better had a more relevant and popular character; Black Panther, for example, been given the reigns for this momentous game.
This is the killer right here. You can have the greatest story, the greatest voice acting, and the most brilliant combat system around, and if your mission structure is garbage, then it won’t ever matter. Not that Avengers is the top of its class in any of these categories, but where it fails most heartily is in its mission structure. Who in the hell thought it was a good idea to install an ancient component of multiplayer games into the story mode of a third-person action RPG? That’s right, king of the hill is essentially played out in mission after mission as you’re tasked with taking over 3 points for a certain period of time. This isn’t fun with other players and is even less so with AI as they are brain dead and rely on you taking over all the points by yourself. If this was the only occasion a multiplayer type objective that was incorporated, that would be okay but it’s not. You’re also told on multiple occasions to “defend a point” which feels like Destiny 1 all over again and makes me want to travel back in time and punch the mission objective creator right in the head. How uncreative can you be? With all the amazing locations and stories in Marvel’s history, you choose a robot facility in the forest or in the city streets 50 times in a row with a god damn protect the point objective?!
Spider-man PS4 blew people away for its gameplay and though the side missions weren’t anything to write home about, the story missions were great and extremely varied. The Batman Arkham series was the same with a mission structure that served the story and not the other way around. These missions are pathetically generic and feed into the “games as a service” statement that everyone feared and I foolishly rejected leading up to this game. It doesn’t get any better in the multiplayer either and it’s just endless rehashed levels and missions over and over with so little variety to it that it ends up feeling empty and dead.
And….breathe. I am enjoying the game but thought of what could have been, lingers through every second I’m bashing robots with Captain America. There is still hope. The games as a service style means the developers have a lot more up their sleeve, I just wish they had enough to justify a full-priced game to start off.
This game finally has been patched (Patch Note 1.3.0)
The game with tons of troubles finally has been patched ago.
The patch log is so long so I recommend you visit Square Enix website.
The summary is,
1) Fixed various matchmaking issues
2) Fixed various client crashes from PS4, XBOX, PC
3) Fixed art & animation issues
4) A few balance patches (nerfed ranged attacks and turrets, adaptoids, etc)
5) Buffed Exotic gear stats, warzone rewards, etc
Well, it's time to see if the game works well now.
Gear & Loot Overview
Gear is at the heart of the loot system and are non-cosmetic upgrades unique to each Hero. When equipped, Gear influences a player’s Power Level and core competences.
Power Level: Your Power Level makes you stronger. Increasing your Power Level results in higher Melee, Ranged & Heroic damage. It also increases your Defense. Your Power Level is determined by the average of all the Gear you have equipped.
Core Hero Competences:
Melee: Hand-to-hand contact
Ranged: Combat from a distance
Defense: Your Hero’s toughness as calculated by their Willpower (Health) & armor.
Heroic: Your Hero’s special abilities that can be activated during combat.
Each piece of Gear draws from a pool of attributes. Attribute values increase with Power Level.
Might: Influences melee damage, making you stronger in a brawl.
Precision: Influences your ranged damage, improving your performance from afar.
Proficiency: Influences your chance at getting extra damage (critical chance) and increases the likelihood that Perks on your Gear will trigger (Perk chance).
Valor: Valor influences your Heroic ability effectiveness – be it increased damage or healing. It also influences your critical attack damage. There are two ways to score a critical attack. The first is through hitting the enemy in a weak spot/headshot, and the second is earned through high Proficiency (critical chance).
Resolve: Influences the maximum amount of damage a hero can take before being downed, and the effectiveness of Willpower (health) recovery from any source, such as regen, healing orbs, skill-based healing, finishers, or reviving others.
Resilience: Influences the amount of incoming damage that can be mitigated.
Intensity: Influences the amount of stun/status damage (Gamma, Plasma, etc.) a Hero inflicts. Intensity also provides status resistance against being frozen (Cryo attacks).
Perks are random additions to Gear that provide benefits to combat or boosts to Hero abilities. The higher the Gear rarity, the more Perks they can potentially have. Perks can be hero-specific, or general for all characters. Some Perks synergize with a Hero’s skills to allow for some very fun and powerful effects.
The star rating on a piece of Gear affects the percentage value of most variables on a Perk. The higher the star rating, the higher the variable value.
Higher tier Gear has higher attributes, more Perk slots, and generally higher Perk ratings.
Common (Grey): Common gear do not have Perks, and cannot be boosted
Uncommon (Green): Uncommon Gear can drop with 0-1 Perks and can power boost up to 3 times.
Rare (Blue): Rare Gear has 1-2 Perks and can power boost up to 5 times.
Epic (Purple): Epic Gear has 2-3 Perks and can power boost up to 10 times.
Legendary (Yellow): Legendary Gear has 2-3 Perks and can power boost up to 10 times.
Exotic (Orange): Exotic Gear has 3 Perks, can power boost up to 10 times, and always drops with higher Attributes than Legendary Gear.
Gear can also come in specific brands. Each brand draws from a pool of specific Attributes to encourage tailored playstyles.
Hammer Industries (Melee): Might, Resolve, Proficiency, Resilience
Pym Technologies (Heroic): Proficiency, Might, Intensity, Valor
SHIELD: Attributes (Defense): Resilience, Resolve, Intensity, Valor
Stark Industries (Ranged): Precision, Resolve, Proficiency, Resilience
Artifacts are special subset of Gear that enhance power and give unique gameplay Perks.
Minor: Minor artifacts factor into the Power Level of the Hero you equip them to.
Major: Major artifacts add their power to the average of the rest of your Gear and have unique Perks not found elsewhere. Once a Major artifact is found, it is granted to all Heroes, making them exceptionally valuable.
In addition to Gear, an assortment of other items can be found throughout the world.
Resources can be used to upgrade Gear/unlock Perks, or trade with Vendors for Gear in shops.
Fragments: These are the most common Resource and can be found in white resource crates throughout the world, or though dismantling Gear.
Rare Resources can drop from enemies, but are most commonly found in the various colored resource crates around the world. The color of the crate matches the resource within. Rare Resources are used to power boost your Gear.
Nanite: Found in the Utah Badlands
Nanotube: Found in the Eastern Seaboard
Catalyst: Found in the Pacific Northwest Wilderness
Plasma: Found in the Snowy Tundra and Scandinavian Highlands
Uru: Uru is a unique Rare Resource used to increase the Power Level of Minor Artifacts. It is found primarily in Strongboxes (Caches, DNA Strongboxes, etc.) or awarded directly at the end of select missions. Hives are a great place to find Uru.
Polychoron: An exotic resource used to increase the Power Level of Major Artifacts. Polychoron is rewarded for completing assignments and missions from Faction Coordinators, and the first completion of select late game activities.
DNA Key: These are used to unlock DNA Strongboxes found in SHIELD Vault missions. You can get DNA keys from beating bosses, although they aren’t a guaranteed reward. If you are looking for an ensured DNA Key drop, you can get them on your first completion of daily Villain Sector missions.
Comics: Gained through weekly HARM Challenges and gold/vault strongboxes. Comics provide stat boosts.
Patterns: These drop from a limited number of places. You can find them in DNA strongboxes, by upgrading your Faction rank, and as drops in late game activities – the first playthrough having the highest chance drop rate.
Upgrade Modules: These are used to upgrade high-end Gear in order to move past the 120 Power Level. You can also use them to purchase high-rarity Gear at Vendors. Upgrade Modules can be found in various activities and Strongboxes. Large amounts are rewarded for the first completion of late game activities.
Marvel's Avengers: Branching Out Into the World!
Hey there again, Avengers Initiates!
I’m taking a break today from going over Stark’s weapons and tech, as much as I’m sure his ego is enjoying the attention, to discuss something more along the lines of Avengers’ expansion for the future. Currently in the multiplayer, you’re unable to free roam across any of the maps or zones unless you have a concrete objective. Hack this, destroy this, help these prisoners, etc. While it’s nice to have a form of direction, I feel that Avengers could really benefit from the addition of a free roam mode.
Having the ability to just launch alone into a map and explore for chests, comics, fight any AIM baddies we run into and even test out new builds/skills without a major addition of difficulty. The HARM missions could claim to be used for this purpose, but they typically only focus on testing out one part of each character’s build, not the full picture.
Especially considering how large the actual level designs are, I see a lot of potential for the dev team to hide free roam-only comics or other collectibles in secret locations, for players to hunt for. Perhaps unique cosmetic schematics, pieces of armor… typical things that someone would want to hunt while on “patrol”, as it could be called. Could even take it a step further and make it similar to Destiny or Anthem’s free roam, where missions or objectives can be picked up in the field without need to return to the outposts as often.
Given the fact that so many different characters are planned for future release, according to data-mining back during the Beta, it’s safe to assume that new zones would also be added to spice up the variety currently available in Avengers’ mission list. Issue is, a lot of the maps do currently have issues with loading, collision and other aspects that would need to be ironed out before any form of new modes can be implemented. The game’s launch has already been extremely rocky due to this reason, so I’d hate to see the game’s reputation get worse with the buggy addition of any new feature, whether it is free roam or something else.
The bugs and glitchy nature of multiplayer is also something that would need to be ironed out and corrected before a free roam is implemented. Half the idea of most free roam modes is to go and explore with your friends, but if we run in to the same issues we already are in the objective-specific missions, then that could honestly turn more players away than the game’s rough launch already has.
What do you guys think? Free roam or keep it locked to objective-based missions that have a linear point A to point B path? Let me know in the comments!
Ideas to improve the Avengers
So the Avengers has been out for a few weeks now and it’s clear to everyone who has experienced it that there are both good and bad things to be seen in this game. The good comes from the excellent combat with flexibility for how you want to play and the bad comes from just about every single mission there is, the enemy variety, and lack of ability to choose your Avenger whenever you want to. But the biggest reason the Avengers doesn’t live up to the hype is the mission to mission gameplay. This is a games as a service model though, so there is time to recover, just look at Destiny 1&2, No Man’s Sky, and Final Fantasy 14 Reborn. Here are some ideas.
Make Iconic Missions Iconic
I have never been more baffled playing a video game than when I’ve played through the “Iconic” missions presented for each of the Avengers. Let’s examine what iconic means. When you think of an iconic move made by Michael Jordan for example, you think of him soaring through the air in the dunk contest or switching hands mid-air during a layup. You don’t think of him taking a shit on a golf course. The Avengers game certainly feels the golf course happenings are far more iconic.
Allow me to elaborate. When I start up a Captain America mission dubbed iconic, I’m expecting something from the comics to jump out at me that screams “This is Cap’s mission.” Do you know what jumps out at me instead? The same god damn mission that happens in every other filler side mission that’s available. Destroy the valves and protect this point….why? What is iconic about that? It’s just another mission that takes place in an AIM facility. There’s no usage of classic villains. No appearance from Crossbones (barrel-scraping here) who would fit in pretty perfectly here, no special anything. It’s low effort garbage and I feel insulted by it. Thor’s iconic mission involves him fighting against a facility taken over by an imposter of him. Okay, now we’re getting a little more into the territory I’m speaking of. The problem is once you finish it, there is zero resolution. It’s just a lure to get you into the multiplayer phase and it feels wrong. If we’re gonna have iconic missions, make them iconic. I want Ironman to go overseas to take out a facility using his weapons and for it to be a solo mission. I want Thor traveling to Asgard to take down intergalactic foes. I want Black Widow sneaking into somewhere and taking down a terrorist organization on her own. A little bit of effort goes a long way here and Crystal Dynamics has to show that they care just a little bit here.
We know this already, but to release an Avengers game with the bare minimum of character roster available is just a bad practice and fans immediately have shown their displeasure in it. You’re gonna give us Ms. Marvel, but Not Black Panther? And now there's news that Kate Bishop is going to the first DLC character instead of Hawkeye (Hawkeye is confirmed for later, but still) Then you had all this huzzah about Spider-Man being a PS4 exclusive, and he isn’t available until next spring? It’s pathetic honestly. But what’s done is done, the way to rectify it is pretty obvious. Monthly character releases that are FREE. Don’t just give the copy and paste job that they’re about to do with Kate Bishop and Hawkeye too, I want full individual move sets and costume customization on par with everyone else. Is it even a lot to ask at this point? They released the bare minimum and expected us to be happy about paying $60 for it. It’s unacceptable and the roster of characters is simply too large not to release new ones at that pace. 2 a month, make it happen.
This is obvious for anyone who has played the game, but go into AIM facility number 5000 and hit all the switches or destroy all the valves is not fun and hasn’t ever been fun in videogames. It’s like Crystal Dynamics looked at Crackdown 3 and thought “This is the pinnacle of game design.” With all the amazing locations and plots throughout Marvel history, there’s got to be a better way. I’m not saying to reinvent how mission structures work in games, but just to show a little enthusiasm for the product at hand.
There are glimpses of greatness. Tony Stark having to put his makeshift Iron Man suit together while being attacked by drones in a collapsing house was awesome, but sadly these moments come way too sporadically, and in between are the mind-numbing AIM facility raids that offer NOTHING interesting to do. How about a mission where Bruce Banner is poisoned or something and his Hulk form starts taking over at random times leaving you with a twist on his normal combat? How about Captain America having a run-in with Hydra and having to infiltrate a base by interrogating different agents to get information a la Metal Gear Solid V? What about a mission where the Avengers are each given a part of an objective they only specialize in. If you’re going to have us attack strongholds, personalize it at least. Give Hulk the opening where he smashes through the outside defenses, then switch to Black Widow doing some stealth infiltration and takedowns, then hop on over to Iron Man who is taking down some kind of monstrous robot and then Have Cap facedown the base leader. I don’t know, it’s not that great of an idea, but that took me 4 seconds to come up with, Crystal Dynamics had 2 years. We should expect better from our triple-A games at this point.
So, you know my thoughts on Avengers, but how do you feel? Are you satisfied with what we’ve got so far? Or do you feel there is so much more to be done? Let’s talk about it below.
Those Need a Nerf like Yesterday
This is getting out of hand. I call this the Missile Dance.
Avengers: Advanced Weapons of Tony Stark!
Hey there, Avenger Initiates!
So, last week, I gave you all the basic run-down for Iron Man and today, I wanted to discuss three specific specialization choices that I feel could make your experience better in some of the Legendary missions and high-level Villain sectors later in the Initiate multiplayer. The first being for the ARC Reactor Overload defensive ability. Overcharging your selected Iron man suit, this ability releases a shock-wave that stuns all nearby enemies and gives your suit temporary unlimited use of your ranged weapons, be they your repulsors or a wide variety of rockets. What you may not know is that once you upgrade your specialization choice, you’re able to project the excess energy from the overload into a one-way bubble shield around Tony and his allies.
This allows you to take advantage of the sudden unlimited amount of energy the ARC Reactor has to offer without being gunned down or knocked aside by some brutish Synthoid monstrosity. This is especially helpful when using Tony’s laser weapons, as their handling can be a little sluggish and you need to keep them trained on a specific target for maximum damage. This also stands for Stark’s Unibeam, though I wouldn’t recommend combining two Heroic abilities back to back unless you absolutely need to.
The second upgrade I’d like to discuss is for the Unibeam itself, which begins to drop off on damage later in the levels I’m noticing, especially against larger foes such as Dreadbot walkers and the Exo mechs. To solve that issue, you can upgrade it to the Omega Beam, so the hand-repulsors are also added to the unibeam’s power, massively increasing the damage in exchange for a slightly shorter duration. Also something to note, as this beam is leagues ahead of the original, it is very difficult to adjust its aim once you’re firing, so make sure you’ve got your target pinned down before using the cooldown. The effort will be more than worth it.
Finally, this specialization upgrade is for the HulkBuster ultimate heroic. What the Hulkbuster makes up for in physical might, it initially lacks in ranged potential, especially if your foe is a bit quicker than the massive mountain of metal. Fortunately? Stark thought of a solution. The Magno-Missile upgrade locks down the position of the Hulkbuster and unleashes a torrent of seeking missiles at all nearby targets, dealing a wicked amount of damage. They can even focus in on a singular foe, should you be trying to kill a specific defector for the dozenth time. (I swear, he doesn’t know when to stay dead.) Be warned though, this ability will almost completely draint he Hulkbuster’s duration upon use until you get the upgraded time limit later on, so be aware that it’s kind of a one-off trick, per cooldown.
Stay tuned for some more Avengers articles, guys, and let me know some of your build ideas in the comments! Got a lot more Avengers content coming your way, so strap in!
I love this game but come on this is ridiculous 🤣
I know you can fix by reloading checkpoint but it is crazy how they thought it was good idea to push this out with so many issues like this going on pretty much daily.
Any pc players here? Drop you steam name
I honestly would love to play with other people. I have done all the campaign.
CD announced that there will be a huge patch (1.3.0) at the end of the week
CD announced that they are preparing a huge patch (finally) at the end of the week.
They said the patch note will be really long. Not only about the bug patches, but also includes various balance patch. (Another developer mentioned, fire adaptoid will be changed)
Based on your feedback, we are moving to a single global content refresh and challenge reset time and day. Starting with our upcoming V1.3.0 patch (anticipated by the end of the week), challenges will reset every Thursday at 10:00 AM PT. For this week, you can keep any challenge points earned now and V1.3.0. As a token of our appreciation we will provide 22 challenge points per hero to all players who have logged in prior to the refresh to account for the shortened challenge period. These points will be available to claim after V1.3.0 drops until Thursday the 24th at 10:00 AM PT.
Also, they showed the matchmaking logic and matchmaking prioritized warzones.
They said they currently exclude Vaults, HARM challenges, and Elite Hives from being filled in with Quick Match. (Seriously?)
Q: How does matchmaking search for Strike Team members work?
A: If you have matchmaking enabled in your settings when you have selected a specific mission from the War Table, you enter an ASSEMBLING HEROES* matchmaking window noted in the center of the screen above Hero Selection and Launch Mission.
The Matchmaking search is looking for anyone else who:
1. Has also selected that mission
2. Has a hero selected who is not already in your Strike Team
3. Has a hero power level within close range to your hero.
Note: After 5 seconds the search runs again expanding the range of Hero power levels incrementally, and it could take up to 2-6 minutes to expand to full range of possible matches based on population.
Tip: You don’t need to wait for a full Strike Team, you can launch any time. If all players use the “Launch” button the countdown timer will drop to 4 seconds.
*There is an open bug where the Strike Team Nameplates don’t always flip over to display “Searching for Heroes” even though you are searching. The best indicator is the text in the center of screen indicating “ASSEMBLING HEROES”. We have a fix for nameplate “Searching For Heroes” refresh coming in a near term patch.
Q: How does Quick Match function?
A: Quick Match is your fastest path to finding other players looking to team up for multiplayer. There are two different control prompts to activate Quick Match:
- Play as any hero: This provides fastest match to any Strike Team with a space available. You may be switched to another hero to avoid duplicates in the Strike Team.
- Play as selected hero: This is the second fastest option. It finds the first available Strike Team with a space available and no member currently playing as your selected hero.
Q: What happens if players end up matchmade with large differences in Power Level?
A: The mission will scale the enemy power level down to the lowest member of the group, based on the best available Gear in their inventory. Higher level players are scaled down mathematically to be 15 power levels above the mission baseline. This scaling does not in any way reduce the value of experience points earned or gear dropped or awarded for playing in the mixed group.
Q: Are certain maps more likely to get larger strike teams matched sooner?
A: If you prefer choosing a specific War Zone over quick matching the highest traffic for matchmaking is observed in:
1. Out of the Shadows
2. Enter: The Avengers
3. Stark Realities
4. Our Town
5. And… We’re Back
Q: Are certain maps less likely to receive Quick Match fills?
A: Yes, due to their specific nature we currently exclude Vaults, HARM challenges, and Elite Hives from being filled in with Quick Match. Matchmaking into these specific missions may take longer than other missions and will only happen for players who chose them directly from the War Table.
Q: Are there limitations on matchmaking in the Reassemble Campaign?
A: Yes, until you finish the campaign or choose to enter the Avengers Initiative, your matchmaking is limited to the heroes and missions you have unlocked.
We have various fixes to multiplayer & matchmaking systems included in our next major patch, V1.3.0.
Low level players only
Any low level players need help grinding? Im here all night just let me know
Long review - Why does Gear and late-game farming becomes less enjoyable over time
There is currently too much RNG involved in everything related to very personal stuff - your build choice and how you desire to play your character.
Now, I will say the "death of a thousand cuts" present in the game as a result of a combination of bugs and imbalance regarding enemy types and encounters definitely highlight this issue more - but after thinking about it, that's a good thing, because this issue is an underlying problem, that even if some of those things got fixed and changed, this issue would still be present - meaning it should still be talked about, even when we are confident lots of those bigger problems will disappear in due time.
Regarding RNG behind builds - the game doesn't give you anything you actually want, and on top of that, is extremely stingy at giving you higher rarity items that are a clear improvement. The stats presented to you on an item are randomized, unchangeable, and are given to you within a range. They could be a little lower or higher than something with the exact same stats. The star rating value of the gear itself is random, and the game is very unclear about how to affect that, and you also cannot change this after it drops. The star rating seems to impact the % ratios on the innate effects rolled on the gear, and you also cannot change those once you receive them.
Add this all together, and what you get is zero actual choice behind how you want to play the game or to express your given Avenger in terms of playstyle and niche, which becomes more important the deeper into endgame farming and content you go. I say this purely in relation to your gear - your skill trees and mastery choices are very well implemented - the problem is meshing that system with the loot you obtain to synergize a cohesive build. You are totally at the mercy of the RNG to give you a piece or two that synergize, and to be effective on higher difficulties, you simply need to work with what you get, and hope for the best.
RNG primarily dictates what your gear build will be and how you will play, not you. I would also like to mention that even leveling your major artifact relic in an attempt to improve the loot pool by inflating your power level doesn't make YOU stronger, it in fact makes ENEMIES stronger because the power level "upgrade" doesn't improve your stats or your build, and all the relevant endgame content always pushes itself to a higher power level than whatever your current base is. Your "upgrade" makes the game harder for you, and the benefit to doing so is negligible in the long run, besides trying to make your base drops be 130 power. However, even after power 140+, you will still see the occasional 129. I don't see how that's acceptable.
What ends up happening is you spend X amount of time, which could be short or long depending on difficulty and the content you are farming, to get a piece of gear. The current way it goes is, you look at it for 3 seconds to see if any of the stats or affixes present are relevant to the way you WANT to play, and if it isn't, your eyes glaze over as you either destroy it for minimal material gains, or chuck it into storage if you think maybe some other build in the future you can only access when maybe you obtain some other randomized piece some other day could potentially synergize with it.
You exhale, and either reload the same mission or move onto something else.
This creates a compound effect of exhaustion, lack of fun, and impatience. Stack that with the current basic issues of SPIN being way too extreme, ranged damage being way too inflated, even for unmarked basic attacks from normal enemies, the hit reactions induced by almost everything on the Avengers that lead to stunlocks you cannot dodge out of, and the fact that even when enemies pause to do special marked attacks on you, YOU cannot stumble THEM out of the moves, even with some of your hardest hitting/looking attacks. So while you, for instance, can be easily tickled by the slightest damage out of any animation startup, smashing an adaptoid in the teeth from the sky with a power smash as they channel a move on you, does absolutely nothing to them in terms of hit reaction - and then they simply kill you during the recovery, since they have massive superarmor.
In tougher content, this leads to you being swarmed by a million parry/dodge prompts, during which you have no realistic timeframe to deal any serious counter damage, at least not without dying mid-animation, or being stunlocked out of your counterattack by something else, which also leads to you dying. Add in the stunlocking when you do finally make a mistake, the inability to dodge out of stumble reactions, and SPIN often deleting your ability to use a cooldown to try and break yourself out of being wombo combod into losing a star rating - high challenge ratings become a massive pain to sort through and win, especially while keeping a high star rating in an attempt to get a "good" piece of gear.
Long review - Why does Gear and late-game farming becomes less enjoyable over time (2)
Continued from the first post.
If you reload a checkpoint in the middle of a stage where you got downed and lost a star, in an attempt to redo the fight and NOT get downed this time - even if you succeed, the game "saves" your down from the previous fight and still will only grant you a 4 star rating instead of a 5. That's trash, full stop. If people want to exert the patience to do a fight over correctly, offering them a false option that can actually make it worse for them and never better is awful. If this is a bug or unintended, please fix that.
Even when you do finish these kinds of missions, the "reward" is often some 3 or 4 star golden piece of gear that is totally inconsequential to how you want to play the game or advance your play style. And it's usually one piece. You can spend upwards of an hour or two grinding through high difficulty content, and the results you get for your effort are nowhere near matching the value of your patience and skill/efforts put in.
Also, the massive quantities of materials you are expected to invest in gear that doesn't even feel personalized - because it isn't, in any serious way - is actually prohibitive to experimenting or giving yourself different options. It pigeonholes you into whatever RNG was good enough to give, to make you play around one or two decent pieces of gear. But that's not you making that choice, that's just dice rolling and you doing improv based on the results. There isn't even a middle ground. Player agency behind tailoring their gear is non-existent beyond crossing your fingers when you check store refreshes and the results screen of assorted missions.
That isn't fun. At least, I don't think so, and I get the feeling more people will come to share that sentiment in due time.
So, I'm going to offer some ideas and examples of how to make gear more fun and enjoyable to interact with.
1) Offer some way to customize the affixes on our gear in a way WE want them to be.
Example: A system where we can "salvage" any given affix on a piece of gear, while destroying the rest of the item in the process, along with any other affixes on it. We can then "overwrite" any affix on the same type of gear. Whatever the last affix slot left is on a gear based on what you override, can't be changed. So basically, at least one affix on a piece of gear must remain on it as an original. This means there is value in finding a piece of gear that has at least one ideal affix on it, but the rest can be modified.
How the example would look implemented: I have a piece of gear that gives 3 affixes - one of them gives my repulsor attacks Gamma status. I salvage 2 other pieces of gear in this same slot category that give my Lasers Pym particles, and my missiles Plasma damage. I then overwrite the other 2 affixes on the original piece of gear, keeping the gamma repulsors, meaning the gear now looks like this - the 3 affixes now make it so that my repulsors are gamma status, my lasers are pym, and my missiles do plasma. Because I choose to use the major artifact "Tactigon", which is oriented around dealing status damage, this piece of gear is now specialized and personalized to supplement a build by having access to various statuses. I have chosen to forgo affixes like "defense buffs based on crit with X attack" or "heroic bursts based on condition", but on purpose, because that's not what I want my build to focus on.
2) Offer some way to modify and change the base stats rolled on a gear, when it has affixes we desire, but perhaps the stats are not angled towards the way those affixes work or how we intend to use them in a build.
Example: A system where we can sacrifice an item of the same rarity as the gear we want to change, to pick any stats present on a piece of gear, and change it to a new stat of our selection. Perhaps a new type of resource can drop of any given rarity that can be used as a substitute for destroying gear - this could be a relevant farm for legendary and exotics, for instance, providing a stash you could pull from to customize really high rarity items without having to lose gear.
How the example would look implemented: Some NPC who is helping us offers a service. We can destroy an item of the same rarity or offer them a given resource of the same rarity as our gear, which allows them to redesign the gear and lets us pick and change the stats present. Perhaps I want intensity and precision on the majority, or all of my gear. This allows me to do so.
3) Offer some way to upgrade the star rating of a piece of gear we actually desire to use.
Example: A system where we can sacrifice a piece of gear that is the same rarity and a higher star rating than the gear we want to upgrade - it will consume the material and upgrade the star rating of the gear we want to change.
How the example would look implemented: Some NPC who is helping us offers a service. If we want to enhance the star rating of a piece of gear we own, we can offer a same rarity item that has a higher star rating - it will destroy the offering but increase the star rating of the gear we wanted to enhance to match the offered star rating. For instance, I have 3 pieces of gear I actually like, but they are 4 star. I offer 3 pieces of gear I don't care for that are 5 star and of the same rarity, and voila, those 3 pieces of gear I actually want to use, are now 5 star as well.
Avengers PS4 Bugged
Hey so on my save the harm challenge 1 for iron man is bugged out. I’ve tried leaving the mission, restarting my system, deleting my save and starting from scratch and still have the issue... anyone have a workaround for this? The ai just stand there and do nothing when I need to be able to parry their attacks. 🤦♂️ Honestly super annoying. They had a beta and game still is a piece of poop right now.
How to farm Rare Cosmetics before it gets Patched
First, Make sure if you are on console or PC that you are playing offline. Remove LAN cable, turn off WiFi or go to settings on your preferred system and disable online. (Probably won't work with Stadia or Geforce now)
Now launch Avengers.
Start the game from the Campaign tab. (Avengers Initiative tab will not work , so you cant do Hives with this method.)
Go to Northwest Pacific section
Select mission (Day of the Remains)
Complete the mission and you will get Rare cosmetic gear everytime and Legendary gear equipment if you get 100% mission (dont faint) This will work over and over again.
The stealth loot nerf patch is on their end and offline is not plagued by it.
Stack up on those cosmetics until we get the new patch then open them as you please.
The mission is pretty simple, Free Two Prisoners, Defeat 3 watchdogs and Defeat to(2) Assault Adaptoids.
There is a vault location here next to the AIM prisoners and about 5 chest in the whole map and high vaule target fight. Great place to farm resources and green units.
Looking for some people to play (must have mic)
Don’t care about level but a mic is a must
Incorrect loot Power in select missions were fixed
CD announced that they fixed the issue about mission awarding power 120 gear.
Here's the original text
Hi all - thank you for your patience while we investigated issues concerning Faction missions awarding power 120 gear. This was in no way an intentional decision to nerf mission drops – as noted, our priority is very much on fixing bugs at the moment.
An error in the loot tables for Faction missions caused them to award high quality patterns consistently which was not intended. In fixing this error, the loot table for these missions was adjusted accidentally to a lower power than originally intended. To correct this, we are modifying the loot table for these missions so that they award gear up to power 130 rather than 120. The missions will also temporarily award Upgrade Modules as an apology for our error. Take advantage of it while you can!
Please note, Threat Sectors and Drop Zones will continue to award gear only up to power 120 as they have since launch.
This change should be live now.
The team at Crystal would like to thank you for reporting the issues, we will continue to monitor loot rewards and make more adjustments as needed.
Marvel's Avengers: Stark Tech Rundown!
Hey there, Avengers Initiates!
Mr. Stark put me on duty for getting all you rookies up to snuff on the latest Stark tech and Iron weaponry available to you. This week, we’ll be starting on the basics, like movement and your main weapons of the many Iron Man suits you’ve got available, and later, we’ll move into custom end-game builds. For now, we’ll focus on not flying into walls or getting shot out of the sky by enemy lasers. (Still probably going to happen, but hey.)
First, we’re going to start off with the basics; movement. The latest Iron Man technology allows for sustained flight, as well as empowered leaps and dashes using the repulsors located in your suit’s hands and feet. Unlike a few of your fellow Avengers, this allows you to more easily access treasures and valuable items across the open world, as well as reach advantageous locations in the heat of battle. Considering the firepower our enemies tend to bring to the party, we recommend not always standing directly in the thick of things. The suit is powerful, but we are all still a victim to physics. Take a hard enough hit and the suit will be stunned while systems reboot, so movement is key.
Besides dodging rockets and energy blasts, the Iron Man suit’s movement is also valuable for one other key combat technique. The art of fisticuffs. While I did say not to take too many hits, you ARE still plated with a gold-titanium alloy, meaning you can use Stark’s mechanical enhancements to hit harder than you’d have ever thought possible while you sat at home and ate Cheetos. Who needs a work-out routine, am I right? The suit isn’t Black Widow-levels of fast or agile, but every blow will be felt by your target and is a fantastic fall-back if your ARC reactor is low or you lack the time to get a specific target lock on someone. Take note that you’re also able to melee a target mid-air, so take advantage of that movement I mentioned earlier.
You wrote that down in your notes? Good, I knew Stark invited you guys here for a reason.
On the topic of taking out the enemies of all things peaceful, we’re now going to move on to the Iorn Man suit’s basic arsenal. Also used for movement, the repulsor rays located in the palms of the gauntlets are your primary source for ranged damage. While they will not track your target or lock on, they are pretty simple to aim at a stationary target and fast to combo shots together. These weapons don’t drain the suits power usage in any considerable way, so feel free to keep your foe’s at bay with this tool and show them the pinnacle of Stark technology.
Also located in your gauntlets is your micro-rockets, which do feature an AI-driven lock-on feature to help you dispatch either multiple targets in one glorious display of explosive superiority, or to unleash all upon a singular foe for significant damage. These do require the suit to cooldown between launches, so be aware of your timing and be sure to not get caught without them.
The last basic weapon built into this generation of Iron Man armor is also its most powerful. Requiring time to build up the incredible amount of energy used, the Omni-beam is located directly over the ARC reactor itself and is projected from the breastplate of the suit itself. This does lock the suit’s movement, as you are essentially channeling the full power that your reactor has to offer. While I do advise against using this while in the middle of a throng of foes, whatever you direct this powerful beam at will be unable to directly attack you, unless the sheer mass of the foe is unstoppable to begin with.
Do please look at the Hulk, for such an example.
For now, we’ll leave the basics there, and next session, we will expand more into how you can customize the suit’s inner workings to fit your personal style of crime-fighting. For now, get training, initiates! We’ve got people to save and Stark’s legacy to uphold.
WHEN IS THE NEXT CHAIN VAULT AVAILABLE ???
Help !! Help !! Help !!
What contents are waiting for us in the future
September 1st, CD announced their launch week roadmap on their youtube.
- The events that last for 1 week and seasonal events. We can get some skins or emotions from here.
2. Substation Zero & Tachyon Rift
- Available shortly after launch (they said, before Kate Bishop)
Substation Zero will be the social space and give us more campaigns.
No details about Tachyon Rift yet.
3. Mega Hive & AIM Secret Lab
- Mega Hive is similar to Hive, but you can go further and further until you fail. (Currently, Hive has maximum 14 floors)
※ Ha ha ha, unlimited hive huh? With all that client crash which makes my effort to nothing.
AIM Secret Lab is an end-game teamplay. This will be only available during weekends and has the time limit.
If their plan works well, it seems like the game would be good.
But now, the game is broken due to so many critical issues like client crash and matchmaking.
CD said they are preparing for patch 1.3.0 to fix these issues, but no schedule yet.
Anybody else been playin some Avengers? Haven’t gotten to play much but so far I think it’s dope👍🏿 what do you guys think?
Hey, any broadcasters able to help me with a problem. I broadcast to fb from ps4.
Looking to play some avengers I play as hulk lvl 50 gear score 139 send inv if interested
Taskmaster instant kill strategy
Get PYMed and grab him with Hulk.
I wonder if the developers are preparing bug fix patches.
Patch 1.2.5 was released on PS4 & XBOX, yet PC
1.2.5 includes campaign and challenge cards, outfit issues, but no matchmaking or gamebreaking issues yet.
I wonder when are they gonna fix all those issues.
Just got it!!!
Watch "The hype got me. Marvel Avengers!!!!" on YouTube
I don't care how long it takes but they need to add in Ghost Rider!
Just thinking about future possibilities for marvel avengers it crazy awesome if they added in GR or maybe even dare devil
Which characters do you wanna see if they stick to the game and constantly push updates further?
Just looking for a decent team
Just wanna do acouple missions and level up
Getting started as Black Widow
I’ll admit that in my time as a Marvel fan, I never really cared for Black Widow. A secret agent type with no real powers just kinda always seemed meh to me even when she was kicking ass throughout the majority of the Avengers Movies (Endgame excluded). When it comes to Marvel’s Avengers though, she is without a doubt the most fun to play as while also being the most challenging. She’s got a ton of nuance to her gameplay that isn’t readily apparent the first time you play as her in the tutorial level, so here’s a glimpse into how to make this firecracker of a character work for you.
Playing as Black Widow, you’ll notice a few things. You’re incredibly fast and you’re incredibly vulnerable. This might tell you to engage in combat with a run in, run out style of approach, but that ain’t it. If you run away, you’re likely going to get shot in the back by something and with Black Widow, especially on harder modes, that means a quick death will follow. Instead of running, you need to treat Black Widow like she’s Spiderman and get ready to dodge and counter whatever comes your way. She has an exceptionally effective counter move that is tough to pull off, but if done correctly, you can destroy an enemy in seconds with it. One strategy I found to be wildly effective was to get up close and spam the grappling hook after a combo so the worst thing that can happen is you zip two inches into your opponents face and the best thing is they try to deliver a combo response and you activate the counter and destroy them in seconds. Utilizing the vault technique is also crucial here as it will let you get behind opponents without a shield and deliver some devastating attacks from their unguarded side.
Save those supers
Black Widow’s special attacks might seem mundane to start, but they’re actually some of the better ones in the game when used at the right time. Widow’s Bite is the one to focus on here. When it hits an enemy, it completely stuns them and opens them up for attack. At this moment, you’re going to want to zip on over to them and use your strongest attacks without any worry of countering. This is most effective when held onto for the stronger enemies and mini-bosses though. While you may want to get flashy against the armies of mindless robots you’ll be fighting through, not having Widows Bite when it matters most may be the difference between you living or dying against a tough new boss enemy. The same goes for Power Surge. As cool as the attack may be, it’s simply wasted on anything below a mini-boss and can be incredibly crucial to have in the back pocket when playing on hard mode against some of the games tougher foes.
Focus on your Gear
So far, the gear and looting aspect of Avengers has been pretty average to me and kind of feels like you’re just going through the motions rather than discovering really cool and special new items to use. That still is the case with Black Widow, however she seem to get the most use out of them of any character by far. While you may be ignoring the option to boost items equipped to Hulk or Ms. Marvel, Black Widow simply NEEDS these boosts to survive. Before every mission, make sure you check her gear and power level and if you have the resources and plan on sticking with her for a while, boost the gear the prioritizes defense and potential status effects. While she has a large fighting arsenal at her disposal, it doesn’t hurt to make sure she can withstand a few more blows than usual.
Avengers has been a pleasant surprise to me so far after a less than inspiring Beta. The story has been strong and the gameplay is pretty much exactly what you’d expect an Avengers game to be with enough graphical and technical flair to put a smile on any
Marvel fan’s face.
What do you think of the game so far? Is the campaign doing it for you? Or have you delved more into the multiplayer side of things? Let’s talk about it below!
Okay, they actually did some work now
Just found this article that says there was a very recent patch that dealt with bugs and crash issues in the game. This article came out about two days ago but considering that there are still countless complaints about the poor optimization of the graphics and gameplay, I truly think Crystal Dynamics should conduct a row of patches starting from this week to resolve every issue the players are experiencing.
All in all, I have no doubt Marvel's Avengers is a decent game for not only Marvel fans but also RPG lovers. Hope we could get some updates on both the bugs and contents sooner or later~!
Please share your thoughts on this topic, friends!
Level Cap Finally Broken
There is a rare achievement to get your chapter to lvl 150 on Xbox One idk if it’s on other platforms but it’s there. I found this info on gamertagnation.com
How you like that?
I'm still hesitating in whether to but the basic or deluxe edition. This pic seems to tell me that the only additional items I get are cosmetics and skins. Do you guys think these are worth the price? Are the skins earnable in the game?
Thanks for your comments in advance~!
Marvel's Avengers Metacritic Score
Did you guys check out the Metacritic scores for Marvel Avengers?
It's quite lower than I expected. An article I found pointed out the repetitive campaign missions to be the main reason for receiving such a low score.
Any thoughts on this? What's your rating?
This link up was legit
Watch "*LIVE* Marvel's Avengers: Late Night Covert Missions #3 [CAPTAIN AMERICA]" on YouTube
Captain America's indefinite ult tree detail guide (include items)
I have been playing this and other builds quite extensively and I can safely say this is absolutely overpowered and definitely one of if not the best build in the game across all characters.
Important Note - I do believe this build is glitched in two ways. I’m assuming they will both be fixed at some point, but the build will still be fantastic.
First - Brooklyn Brawler’s countdown timer pauses while we are performing a takedown. This is the only ability in the game, ultimate or otherwise that actually pauses during a takedown. Cap’s other abilities continue to tick down during takedowns, as do other supers i.e. Black Widow’s Power Surge. It MAY be intentional, but I can’t imagine it is as it's the only ability that's intended to work that way.
Second - Using Commander’s Call while in BB allows Cap to Auto-Block all non-red attacks for its duration. There is no ability that seems to cause this, so it may have been an old imagining of the ability that somehow stuck around. Either way, I don’t think this is intentional, so expect a fix.
With that out of the way, let's get into it.
Ultimate Heroic Abilities
CQC Specialist - Best skill in the game. Allows for takedowns on critically wounded enemies while in BB. Key reason we destroy all content.
Adrenaline Rush - +3 seconds to BB every time we perform a takedown. No question on this one. The second key why this build is overpowered.
Assault Heroic Abilities
Secret Weapon - Two Charges for Steamroller. Easy pick. Tidebreaker is also acceptable, but with all the Heroic cooldowns we get, two charges give more flexibility as we primarily will use this on drones and other things that will die to the first hit.
Vanguard Charge - Heroic Orb every 2 steamroller kills. Prioritize drones and turrets with this and you are looking at a lot of Heroic orbs.
Support Heroic Abilities
Point Man - Taunts all enemies when you activate Rally Cry and gives a significant damage reduction. Field Commander is also easy to recommend for the +5 seconds, but when you have the build in a good place and are generating plenty of Heroic Orbs, you will get Rally Cry back even without the +5 seconds. The taunt is OK as it only works on the initial activation, but the damage reduction is why we are really taking this skill
Hold the Line - 35% chance to spawn a Regen pack when killing a marked enemy. No skill in this tree is fantastic. This skill gives a little more sustainability. Threat control is an option for the extra stun damage, but honestly, with BB we don't care about stun meter.
Masteries (From Left to Right)
Stun Mastery - 15% Stun damage to all attacks. This is useful for our Ranged Power Attacks. In BB we don’t care too much, but we do frequently use Ranged Power Attacks. The throw doesn’t do too much damage, but hits many enemies quickly and builds stuns bars. Combo Finisher damage is OK, but we rarely get to our finishers unless its massive targets or bosses. I think extra stun to all attacks is more useful overall
Heroic Boost Combat Mastery - Another Heroic cooldown option. BB also hits many times per attack. Again finisher Crit is OK against tanky single targets if you want that, but more Heroic cooldown, for me, is more valuable.
Heroic Takedown Mastery - Absolutely busted. Take this on every character you play.
Enhanced Throw - We only use Ranged Power Attacks, and the other two skills in this tree only affect Ranged Light attacks. 15% damage and speed to Power throws is great.
Power Throw Stun Mastery - 15% extra Stun to power throws. You can also take 15% damage if you happen to have high Precision, but for me, your throws are more of a supportive ability, not meant to do high damage, so high stun is more valuable.
Precision Heroic Dynamo - 15% chance of a Heroic Orb on crit headshots. I think this perk is bugged because in my experience it is the highest 15% I’ve ever seen. Cap’s shield ricochets around so IDK what even is a headshot, maybe they all are? I’ve generated so many orbs on Ranged Power attacks, I thought it was glitched and thinking I was using Steamroller. Pick this one up, trust me.
For the Efficiency and Intrinsic Masteries, they don’t really matter, but I have picked the ones that optimize the ability to keep using Captain’s Call for the free blocks. I’ll just list out the ability names, but most are just + Intrinsic Bar or - Intrinsic Cost
Takedown Energy Burst
Energy Boost II
Energy Boost III
Defense Attack Efficiency I
Defense Attack Efficiency II
Disclaimer - No gear is MANDATORY, as the build works solely on the skills. However what I’m listing below are good options to push it further
Melee Gear -
Haymakers of the First Avenger - +2 Seconds to BB is the reason we use this. Also has +200% willpower regeneration from Captain's Call (which we try to stay in regularly), but Captain’s Call doesn’t regenerate willpower so I’m not really sure what this perk even does.
The random roll on this is (element) on signature attacks. Cap’s only signature is Cartwheel Kick which we rarely use so you unfortunately won't get much use here.
If you don’t need the +2 to BB, any gear with (element) on Light Combo finishers can be useful. Pym and Shock are best for the damage bonus, avoid Cosmic/Cryo/Plasma.
Also don't bother with gear that gives an element on "Power attacks", as we do not use melee power attacks, and perks on these gear pieces do not extend to Ranged Power attacks (i tested)
Ranged Gear -
Adept Spark Resonator - % chance for Heroic charge burst on Ranged Crits. Just more gravy on the cooldown train.
Look for Ranged Power attack elements. I would go for Pym ideally, but Cryo/Plasma will also work. Remember our ranged power attack is more of a support than a damage dealer so spreading some elements will be helpful.
Mighty Impulse as a perk gives % stun damage to Ranged Power attacks. Good to have here.
Defense Gear -
This is the least impactful to the build. Any piece with good stats, and defensive perks you like can be used. I personally like “Armored when near teammates” but whatever you are comfortable with.
Chance for regen orbs on takedowns can see a lot of use.
Avoid Cap’s specific gear as it mostly focuses around Shield Block energy perks, which are useless.
Heroic Gear -
Powerful Blitz Protector - I happened to get a god roll on this one. The three perks below are what I have. Any of them will be great
Powerful Blitz - 20% damage to all power attacks. Helps our ranged throw a bit.
Critical Spark - 21% chance Takedowns grant a heroic charge burst. More juice in the takedown train. Every Takedown already gives a heroic orb, but now 1 in 5 give 2.
Rampage Spark - Defeat 3 enemies for Heroic Charge burst. Extremely easy to do with Steamroller.
Minor Artifact -
% Cooldown on Assault heroic is best. You don't need cooldowns on Support or Ultimate as they are both roaming abilities, but this will just let you spam Steamroller more.
Mighty Impulse is great here too. Additional % stun on Power attacks works will with our power throw.
Major Artifact -
Ring of the Nibelung - Best major artifact in the game easily. Works extremely well here with +12% bonus to all Orbs. Easily the number 1 choice for our build
Sacred Norn Stone of Lethal Will - A solid backup if you don’t have the ring. +4 to all damage buffs does affect BB, so it is a solid #2 choices.
Stat Allocations aren’t super important to the build, but I personally try to go for more defense. We get so much damage through our super and rally cry being up that more Might isn’t even needed. Ranged damage is not needed as we only really use it to stun / spread elements, but honestly, I'd prioritize good perks over good stat rolls all day with this build.
One last thing. Don't buy the takedown in the market. This takedown kicks the enemy away from you, making it harder to perform a back to back takedown if one is possible.