Best Of
Can't progress through FINTECH achievements.

If you're going to release these kinds of challenges, why not create a way to get these specific champions or even give a low * version of them.
Re: Is the new Event Quest actually worth doing? 👍🏽👎🏽
Def not worth it. I did classic. Went in to start elder this morning. I have a pretty big and ranked up roster. First fight did not get hit once. Accidentally hit block once. Ended fight with 25% health. Exit and will not go back into it.
Re: Titan Crystal Luck
Can't you wait 3 more days? The next pool will be one of the best ever, if not the best. I also have 5 Titan crystals waiting to be opened.
The Game Update.
Re: Who are your R4's?
Mystic: Tigra/Nico
Mutant: Onslaught/Jean
Science: Photon/Spider-Woman
Cosmic: Serpent/Medusa
Tech: FAM/Zola/Ironheart
Skill: Okoye
Likely R4ing Titan drop on Tuesday if I get Zemo/Cassandra/dupe Karolina.
Dr. Zola
Adaptive EQ (warning this post contains, at least in part, some positive feedback)
And yeah, a lot of us veterans have the old "These kids today.. in my day we walked to school barefoot in the snow, uphill.. both ways.." (did Variant 1 with 2017 5 stars, etc.) mindset sometimes 😂 but honestly there have been many great improvements to the game on the whole over the years
So, anyone who has been playing for even 3-7 years will know that EQ has largely been behind the curve for endgame players for years at this point.. meaning the rewards and difficulty were always at least one progression level behind.. though Kabam did try to supplement it with other things
But, I can remember when Uncollected EQ first came out (MODOks release I think) and it was difficult for me relative to my progression and to the attackers available at the time, etc. But.. I used items to complete it because the rewards were worth it (again, relative to my progression) and this marked a time when EQ was tuned correctly imo, both difficulty and rewards
But, as the years went by EQ began to fall further and further behind the curve of the player base (difficulty and rewards not high enough for endgame)
And we all begged and pleaded for Kabam to start keeping EQ current and relevant (adding new, higher levels more frequently)
First piece of positive feedback is: they finally tried to actually give us what we have been asking for.. and also created a system that automatically updates EQ for every player.. indefinitely
So, it's actually an amazing idea and I want to give credit to Kabam for taking the time to work on it and roll it out.. is it perfect? Nope, it's not haha.. but I think it's great that they tried
I also appreciate the huge challenge that is attempting to make as many players happy as possible - it's not easy, not at all.. so I hope folks will have patience if they need to work a few things out.. because I'm excited about the *idea* of a permanent solution to the long standing issue of EQ that becomes outdated quickly
As for the actual content itself.. so far my feedback is:
1) If we are using one persistent health bar for 16 fights, maybe tune the attack rating down a hair? I actually think the health stats are ok.. because the idea behind the class based quests is that we seek and use damage modifiers that are provided in the nodes (some of the fights took me 45s)
2) Instead of having one node set theme for all 15 fights - use a different theme for each section
Because in a single use format for our champs, we're going to have different sub sets within each class that are good for different themes (something that used to rotate month to month and that made more sense when we could use a champ more than once - traditional 5 champ team).. but if each section is a different theme (Mutant A, Mutant B..) we could plan our sections in advance to use those best for each section within each class based quest.. this would be more fun and allow for more utilization of the class based damage modifiers
Finally, I want to say that I do understand why single use format has been implemented recently.. it's because it's harder to tune things up without it.. for example, I cleared the Classic Skill quest with literally one champ for all the fights plus boss.. and ended at 75% on that champ with all 4 of the other champs on team untouched lol.. Rank 4 MoleGod just basically stomped on the whole quest and the same can be said for certain champs in other classes - so, how to you tune this up? When one champ can clear an entire quest when you can use them for each fight?
You'd have to drastically tune up attack and heath values *and* start cranking up the node sets.. right? Issue is this.. a lot of players will hate this 😂.. so I actually see why single use quests were implemented tbh, that way you can still keep the relatively simple node sets that even include pro player damage modifiers.. all is to say that it's not easy to tune something up, while also keeping everyone happy
But I'm glad they are actually doing something to solve the issue of outdated EQ.. the effort is appreciated and I hope they come up with a more popular solution
As for the content
Re: Thoughts about Champions for 2025
I’m just coping cuz I really want a spider-verse saga but I hope it’s superior spiderman for January 😭 like a 0% chance but I digress
Re: My issue with Adaptive difficulty
I get the distinction you’re making. I consider that two components of difficulty, which I can paraphrase as “can you figure out how to do this” and “can you do it a hundred times in a row.” I’m pretty good at the former, and not so good at the latter, as my first Necro run will attest to.
My first test run of Elder I went in cold, just to see what the difficulty was like. I was dead in four fights. I would need to play at peak DNA to have any shot at completing it without burning a lot of resources, and my roster is pretty good. I can do it, but month after month? Not my idea of fun.
But I’m not complaining about that specifically: I do not in general complain when things are too difficult for me. That’s a me problem. I only express concerns about difficulty when I think it will be detrimental to the game as a whole. Also, Elder difficulty is optional. It might be (and probably is) too hard, but we high(er) end gamers can opt out of it. The players that just want to do Classic every month don’t have options, beyond opting out of monthly EQ completely. We can take care of ourselves, but they not only don’t have options, they often don’t have many prominent advocates either.
Re: My issue with Adaptive difficulty
I don’t mean to imply what I point out is the only problem, or that addressing it will be enough. My main reason for posting was that Kabam has already announced they will be taking feedback into consideration and making tweaks and adjustments. However, the one problem tweaks and adjustments can’t address is this one: the one where whomever they target with those changes, only a few of us will actually be in that target. Either most of us will be bored because it will be too easy, which will defeat much of the purpose, or a lot of us will be shut out because it will be too difficult, which will be potentially game-threatening.
