Due to issue with the "Not Another Anime Reference" Solo Event, we will be disabling the event for the time being. We will return the event at a future date when the issues have been resolved. We apologize for the inconvenience.
**BANQUET EVENT PSA**
To fully participate in the upcoming Banquet's Alliance Event you will need to be in your alliance for 14 days prior to the event's start date on December 20th. That means, stay in your alliance from December 6th onwards to enjoy all there is to offer in the Banquet event.
To fully participate in the upcoming Banquet's Alliance Event you will need to be in your alliance for 14 days prior to the event's start date on December 20th. That means, stay in your alliance from December 6th onwards to enjoy all there is to offer in the Banquet event.
Comments
I’ll just enjoy my clearing of the next EQ with other champs.
Personal I will still be doing 100% exploration because I am trying to get more t5cc. It is frustrating that it will take me a minimum of 10 months of this time requirement to get a full t5cc and it's random so it could take much longer. However, rarity of in game resources is something to be expected and not for this discussion.
Not to mention there are no differences between the Stuns that Ghost can inflict and Stuns that Elsa inflicts. They both last the same duration.
You say that Corvus with True Strike is reliable, but to get that True Strike you have to Heavy Attack, and if you don't land that Heavy, you won't get that True Strike. He can't do that reliably. You're picking and choosing what you consider "reliable", and it just renders your argument null.
As you can see, the Stun doesn't wear off until after the combo ends, meaning that any Evade characters who have no way of Purifying debuffs will not be able to Evade an MLM combo while Parry-Stunned.
*Looking at Colossus
*Looking at Cosmic nodes
*Looking at Colossus
*Looking at Kabam
“I know what you’re thinking..... no!”
It is just doesn’t make sense, limber is not ability but removing flux with heavy attack is an ability that you may fail to remove with heavy attack if you have something that decrease the defender ability.
The game should have consistency in it, especially as it scale up and become more complex.
It’s actually pretty consistent.
Hope this clears it up.
As far as the new nodes are concerned, either way I don't think it'll be hard, hopefully it does what its supposed to do and cuts down time spent on cavalier. A increase in rewards would've actually been much better received though to make our time spent truly worth it.
Not once was I in the position of getting hit after being Evaded in the video I took. That shows consistency. The fact that she also has an easily accessible way to counter Evade through a 2nd Light Attack adds to that reliability.
Sorry sweetheart, but you might want to check your definitions. Just because something is not the best does not mean that it is not reliable. Cope.
If you can't do it, or don't want to do it, then it is not for you. But it isn't useless just because you can't do it. Lots of people can, and it is for them to do, and for players like you to aspire to do when you get better.
I said for a long time when people were begging for Cavalier difficulty that just because they want it doesn't mean its supposed to exist. There has to be enough players that could do it to justify the work involved. But contrawise the fact that not every Cavalier player finds it doable is not a requirement for its existence either. In fact, I and others were saying before it was added that for it to be a reasonable addition to the game not all Cavalier players should be able to fully explore it. If they could, it would be too easy to be a useful addition to the game. There has to be a challenge curve to the content for at least the bulk of Cavalier players or it is nonsensical to waste the time on the difficulty tier.
The treadmill doesn't end with Cavalier. In many ways, it starts with Cavalier. You still have to keep growing both your roster and your skills, and I would say that the game past Cavalier forces you to push much harder to grow roster and skills than the game prior to Cavalier. So if you think Cavalier difficulty is supposed to be something you can push over just because you completed 6.1, you're mistaken.
There's plenty of places where the game either behaves oddly or is poorly documented, we don't need to be making them up.
There is a world of difference in designing a back issues that reward you for using certain champions and forcing players to rank up champions who has zero end game usage just for monthly EQ. Whilst making them invest rare resources in cav EQ just to keep getting the same rewards which they have been working hard to get .
And then you expect us to save up these resources to rank someone to R3 to get a title. You are pulling players in 5 different directions and not giving them any way to get there. These changes are poorly planned or may have had good intentions but the direction in which the game is going is still no different than half a year ago. At least buff the rewards to match the time and effort required. And next time do it from the start and not after half a year feedback collection from the playerbase
2. Who says you even need to rank anyone new up? Looking at the nodes, all the champs I was using for the current set of nodes will work just as well for the new set. With the exception of maybe tech.
As for rewards I do think for this mid to end game content that is supposed to be a progressive rate into thronebreaker. We should have a choice in what we get as rewards. People are short different things.
A nexus kind of reward will be better. For example for exploration
1T5B OR 3T4B nexus like. You choose
1T2A OR 6T1A still your choice.
The crystal shards remain
This way players can at least decide what they want after either cheesing or struggling through the quest depending on roster size and skill level.
My 2 cents.
These rewards are fine for cav difficulty but this is thronebreaker difficulty which should reap better rewards!
We need cav difficulty with current rewards and thronebreaker with better rewards
The beneficial buffs then are a way to reward players to make further progress in widening their rosters. To say you're being "forced" to rank up champions in order to do Cavalier difficulty is no different than an Uncollected player saying they are forced to rank up a full team of 5/65s just to do Uncollected, because if you *don't* rank up such a team to do Uncollected it takes so much longer.
That's simply not a reasonable way to characterize the benefits of progressing in the game, calling every benefit a player can gain necessary or forced.
Whether the Cavalier rewards are worth the time expended to get them is subjective. Some people need instant gratification, some are willing to put in more time, some don't really care. But it is also progress relative. Weaker players will generally take much more time to earn those rewards while stronger players will generally take much less time. If it is taking you a lot longer, that's intentional. It gives you something to work for: the more progress you make in the game, the easier it will be for you to get those rewards and the less time it will take for you to acquire them. That's the nature of progressional games.