Man it was going so well... (Canadian Difficulty Week 3 Feedback)
LibertyPrimeV1
Member Posts: 4,179 ★★★★★
(*TL;DR at the bottom)
I was Really Enjoying the Fun Node Combos Kabam was coming up with in the Northern Expadition's Canadian Difficulty during Week 1 and 2, , but now in Week 3 it just looks like they went back to the usual Annoying Node Combos... All Or Nothing+Improved Power Gain for example being such a Tired and Overused Node Combo...
Why couldn't we keep going in the direction of the "Toxicant? Toxi-can!"+Poison Vulnerability+60 Seconds Bleed Path, it gave us options like using a Team of Robots or any Bleed Immune Champion that can't normally Apply Poison.
Simple idea on the Caustic Temper Path swap Chaos for a Node along the lines of "Completing - Actions without Fail earns the Attacker a 10 Second Fury increasing Attack by -, if the Actions Required are Failed the Attacker will be Drain 100% of their Current Power." sort of like Mojo's Prompts but with multiple inputs required, just a Fun Node Combo that would let you use certain Poison Immune Champions you wouldn't normally use on Caustic Temper simply by preforming a set of Commands given by the Node and gives you a Challenge by needing to Fulfill this set of Commands or else you'll be Penalised but not instantly Ko'ed or something. So it's not the easiest thing ever but making a mistake won't slam you into the ground you know?
*All I'm trying to say is I was really enjoying the direction they were going in (and hope they continue the direction) with Node Combos that instead of just making the Fights Harder, it gave Counters you wouldn't normally use with Fun Interactions but not making the fights so easy you could do them blind. (The Power Shield+Power Reserve Path in Week 2 for example, had those Big Fun Numbers but it was so easy and the enemies went down so quickly...)
I was Really Enjoying the Fun Node Combos Kabam was coming up with in the Northern Expadition's Canadian Difficulty during Week 1 and 2, , but now in Week 3 it just looks like they went back to the usual Annoying Node Combos... All Or Nothing+Improved Power Gain for example being such a Tired and Overused Node Combo...
Why couldn't we keep going in the direction of the "Toxicant? Toxi-can!"+Poison Vulnerability+60 Seconds Bleed Path, it gave us options like using a Team of Robots or any Bleed Immune Champion that can't normally Apply Poison.
Simple idea on the Caustic Temper Path swap Chaos for a Node along the lines of "Completing - Actions without Fail earns the Attacker a 10 Second Fury increasing Attack by -, if the Actions Required are Failed the Attacker will be Drain 100% of their Current Power." sort of like Mojo's Prompts but with multiple inputs required, just a Fun Node Combo that would let you use certain Poison Immune Champions you wouldn't normally use on Caustic Temper simply by preforming a set of Commands given by the Node and gives you a Challenge by needing to Fulfill this set of Commands or else you'll be Penalised but not instantly Ko'ed or something. So it's not the easiest thing ever but making a mistake won't slam you into the ground you know?
*All I'm trying to say is I was really enjoying the direction they were going in (and hope they continue the direction) with Node Combos that instead of just making the Fights Harder, it gave Counters you wouldn't normally use with Fun Interactions but not making the fights so easy you could do them blind. (The Power Shield+Power Reserve Path in Week 2 for example, had those Big Fun Numbers but it was so easy and the enemies went down so quickly...)
5
Comments
Gully 2099 was made for it
Plenty of solutions still to these node combinations.
the defenders with those node combos haven't been bad at all if you have a proper counter, even a 4* could pull it off.
the real challenge will be when they attach some of these nodes to Annihilus, Mojo, Korg, Doom, etc..
Personally I've enjoyed it so far, I was able to put my r5 ManThing to work on that poison vulnerability path.
So, the "needs to be harder" is all relative to what you have.
Kabam could make 12 paths, have the first 3 for those that just turned Cav, then next 3 would be harder, next 3 is final Act 6 level difficulty, and the last 3 would be gated to only use 3* champs to make it harder, otherwise, no matter what they do, there are people now with R3 6*s that can beat ANY content they want.
If you are finding it difficult , then that means you need to work on your roster.
And if you use multi hit specials like Nick SP1 or Warlock SP2 the fights are over very fast.
I know I don't have her, but the power she drains is pretty little. Havok generates power passively, I would like to see how she works around that.