Dev Diary: Cavalier Difficulty in 2021 and Beyond - New Buffs for February!

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  • YimiGotayYimiGotay Member Posts: 100
    edited February 2021
    I finished completing the EQ cavalier, I noticed it a little more difficult and I finished it in more time than usual in previous months with respect to the old nodes, cap iw has problems regarding the stops and its reduction of abilities, which does not allow it to act well to the node, another that has been complicated for me is the mystical node, that unstoppable is something extreme, which seems strange to me that the cap iw cannot remove it because it is not passive, so far everything else is fine, but if it shows certain difficulty, should improve the rewards now
  • AbelHasArrivedAbelHasArrived Member Posts: 63
    edited February 2021
    I feel like this update aint that good (Super skull and physico-man update). I thought we were gonna get 2.5k 5* shards from mastery but oh well.
    The Immortal hulks and Immortal abom update was the best i had seen yet. I just feel like this should be better.
  • ItsDamienItsDamien Member Posts: 5,626 ★★★★★
    Follow up on the 2nd Quest, the Tech Chapter.

    It just works. This is how the benefits to bringing on the right champs should work at base. Brought Warlock, got my infection going, enemy was heal blocked and my furies stacked fast. More of this one.
  • J_SenderoJ_Sendero Member Posts: 10
    The rage from distrack seemed much more potent. Maybe Its how long it takes to stack in comparison. But the nodes last month for science just felt way more fun in terms of damage ramp up.
  • MrTicTac19992008MrTicTac19992008 Member Posts: 596 ★★★
    Have tried quest 1 so far but weakness node is broken for me. It never disappears. Tried parrying, shehulks sp1 and sp2. Luke cage. Makes the fights too long.
  • Notsavage19Notsavage19 Member Posts: 2,817 ★★★★★
    edited February 2021
    So after going through my completion of CEQ, here are my thoughts:

    1) Science
    This one was weird. It wasn't particularly bad, but it wasn't fun. I think what frustrated me most about it was the Weak in the Knees node. It would force me to constantly Parry with HT just to remove the Weakness. Not the biggest problem, but it was just slightly annoying. An alternative would just be to extend it to any debuff.

    2) Tech
    This one was my favorite. The accessibility of Heal Blocks or Armor Breaks in the Tech class makes it easy for the opponent to melt against a good portion of the Tech class. Great job on this one.

    3) Cosmic
    The chance for the Fury to proc is low. What could work would be to add a node that would allow the attackers to inflict Armor Breaks for every buff/unique buff on them (maybe 10%?). This would make the Armor Breaks more accessible and in turn, allow attackers to gain more Furies without dragging on the fight.

    4) Skill
    Not too bad. Not sure why they made the node ignore Evades bypassed by AAR, though. A better alternative would be to grant the Fury every time the opponent fails to Evade an attack. This would allow more Skill champions to gain that class benefit. Other than that, it seemed fine.

    5) Mutant
    Nothing notably bad. The node combination works (at least through my limited exposure).

    6) Mystic
    My least favorite. At least Buffed Up gave Mystic champions something to Nullify. This node combination forces you to time your Nullifies with the Unstoppable buff that procs or else you lose out on your indefinite Prowess. An alternative could be Feats of Power + a node that inflicts a Slow on the defender every time you Nullify and grants you an indefinite Prowess every time an Unstoppable doesn't trigger.
    This gives the Attacker something to Nullify instead of just relying on trying to Nullify the Unstoppable buff while the defender is Stun Immune.

    Overall, it was a step up in difficulty when compared to the previous iteration of nodes, but that's a good thing, at least IMO. Of course some things could be changed to help the length of fights, but they're just little tweaks.
  • GamerGamer Member Posts: 10,715 ★★★★★
    Disappointed. In the skill one.
  • VendemiaireVendemiaire Member Posts: 2,178 ★★★★★
    Only tried the science one before going to work and it wasn't as fun as it used to be. I'm feeling the rest will be the same except for the Tech one. But I had fun with the previous Tech one using Hulkbuster.
  • Mr_PlatypusMr_Platypus Member Posts: 2,779 ★★★★★
    edited February 2021
    Science one is pretty rubbish tbh. Weak in the knees could do with being expanded to all debuffs,and the fury’s should all be doubled in potency and been dropped to a cap of 10, think I only hit the 20 furies 1 time, and that was while using iAbom quite a lot.
  • xNigxNig Member Posts: 7,329 ★★★★★
    edited February 2021
    Disagree. Science chapter was pretty decent.

    There are so many science champs that inflict a non-damaging debuff. And to remove the poisons, you just need to either parry or evade an attack, how is that difficult?

    Science champs that inflict non-damaging debuffs: ALL (since stun is a non-damaging debuff, and you need to parry to remove the poisons anyway)

    Excluding stun, I’ve used Void SheHulk SpiderGwen Wasp CptIW and Quake. They all work.

    I’ll record a video when I’m clearing on my alt.
  • xNigxNig Member Posts: 7,329 ★★★★★
    https://youtu.be/DAn7GJPYgvc

    I wouldn’t consider this speed as slow or troublesome though. Used SG for the whole path except HT for Stryfe, and wasn’t paying much attention to playing well.
  • YimiGotayYimiGotay Member Posts: 100
    xNig said:

    Disagree. Science chapter was pretty decent.

    There are so many science champs that inflict a non-damaging debuff. And to remove the poisons, you just need to either parry or evade an attack, how is that difficult?

    Science champs that inflict non-damaging debuffs: ALL (since stun is a non-damaging debuff, and you need to parry to remove the poisons anyway)

    Excluding stun, I’ve used Void SheHulk SpiderGwen Wasp CptIW and Quake. They all work.

    I’ll record a video when I’m clearing on my alt.

    I think all players complain about the parry (including myself), if they have 3/3, the skill reduction does not let the node work and many times the fury is not activated when a debuff is purified
  • xNigxNig Member Posts: 7,329 ★★★★★
    Onmix said:

    I have absolutely no difficulty doing anything lol
    Why is it always about difficulty? A node can be easy and still not be a well designed one.
    I can clear the chapter no problem. For one, I run resonate lol

    That has absolutely nothing to do with the fact that they switched a node that was fast for another one that is not fast and is much more complicated under the concept of making it faster. They wanted to reduce the time it takes us to clear it. They didn’t.

    There’s no need for this node or it’s complexity. The past one worked much better.

    How is it complicated?

    A. Use a science champ that can inflict a non-damaging debuff.
    B. If not poison immune, parry/dex to remove it.

    🤦🏻‍♂️

    It seems that anything that is remotely an inconvenience is complained about.
  • DNA3000DNA3000 Member, Guardian Posts: 19,361 Guardian

    Hey everybody, thank you all for the feedback. Please keep it coming, as it will help us improve Cavalier Difficulty as we move forward.

    One thing I want to point out: With the addition of the new Buffs, we are not doing away with the older ones. Our goal is to create a pool of buffs to pick and choose from for Cavalier Difficulty, but still not as wide as what you might remember from Uncollected difficulty.

    Your Champions you've ranked up are still going to help you in these Quests, but maybe not the same Champions every month.

    I hope this clears that up a little bit.

    Clearly we have told you what is good and what is awful. The fact is you guys don't listen. How many people have said the 4 star challenge is terrible. We asked for a change to buffs in cavalier and you make it more difficult. How are any changes that have been made an improvement to cavalier difficulty. The easy path health removal is about the only good change made since cavalier came out.
    Who's "we?"
  • xNigxNig Member Posts: 7,329 ★★★★★
    Also, with the previous node, people were complaining about how limited the selection within the Science class is that fulfills the criteria.

    Taking inclusivity into account, how many champs in the science class can fulfill the conditions for this current node? All of them.

    Even if they do not apply a non-damaging debuff out of stun/resonate, they will still be able to do the quest, either at a +150%/250% attack increase, depending on whether the bonus from the node is multiplicative or additive.

    For the previous Diss Track, how many champs can do it if they do not fulfill the node criteria? None.

    So overall, I find that the node was well designed and with respect to clearing speed, about the same as previous, if not faster.
  • xNigxNig Member Posts: 7,329 ★★★★★
    Faseeh said:

    @xNig Good point. Also you seem to live only in this thread lol

    Nothing fantastic in the other threads... lol
  • xNigxNig Member Posts: 7,329 ★★★★★

    The fact that they have the 4* challenge this month. I swear the only reason they changed it was so they can have people rank up champions they don't use. Again. The science one wasn't consistently working but that change isn't bad but it is definitely worse then the previous one. Cosmic was not better either. The rng is bad to get the fury. Tech is annoying. How can you bring up speed when you introduce a node that gives healing then add nodes like unstoppable and falter so you have less opportunity to apply the heal block which allows them to heal making the fights longer. Im currently on the skill one and I dont even feel like continuing. Skill champs mostly bleed. Why not have bleed instead of shock or incinerate? Like I said, I swear they introduced these nodes just to make you rank up other champs. Why overhaul the entire thing after tuning it b4. People already don't 100%. This wasn't a change that would make people want to do it. They really dropped the ball with this one.

    Like Cull doing this?

    https://youtu.be/LOGK9zqxisg

    Tech was easy. Warlock’s infections last very long, and so many champs are able to healblock/armor break in the tech class. (I used Yondu on my 4* challenge. Yay.) You just need to play around the unstoppable/falter timers which... wait for it..., is where the skill comes in.

    No they don’t introduce these nodes to make you rank up champs IF you have a diverse roster of 4/5/6*s. If you’re top heavy and only rank god tiers, and higher rarity ones at that, you’re gonna be in a position.

    I found these nodes more interesting than the previous ones. 😊
  • WorknprogressWorknprogress Member Posts: 7,233 ★★★★★

    Rotelly said:

    Why 50% chance to evade
    It's mix masher korg and doom all over again

    The idea here is to encourage Evade encounters, and combined with the Skillful Distraction buff, this gives more Skill Champions access to the kit necessary to prevent Evasion.
    This is a horrible idea, lets talk about the number of skill champs that can cause Disorient, Incinerate or Shock effect.
    - Disorient (Fury[SP1], Night Thrasher[Synergy], Ronin [SP1])
    - Incinerate (Agent Venom [SP2], Cross Bones[SP2], Gwenpool [SP1], Winter Soldier [SP1/SP2]
    - Shock (Black Widow DO [Basic], Night Thrasher[SP1], Thor Rag [SP3]

    Okay based on that only 8 out of 32 skill champs are useful for this buff and only one of the champs can inflict the debuff without having to rely on a special attack
    It’s an insanely idiotic design. Who thought this would be fun for players? I have a decent roster and lots of counters. But it’s still so painful to play though. The idea of 100% that map makes me nauseous.



    I wasn't a huge fan of some of the changes (mystic and science in particular) but it wasn't THAT bad
  • The_Sentry06The_Sentry06 Member Posts: 7,783 ★★★★★
    My feedback:

    1)Science: As other's have said, poison doesn't trigger enough and it takes a long time to ramp up your furies. Fights drag on here but thankfully, there are easy enimies in this quest.

    2)Tech: My favorite so far. Warlock absolutely crushes it. Was getting 35K heavies and 16K mediums with my rank 4.

    3)Cosmic: This was also fun with Terrax and Silver Surfer but it seems that I wasn't getting furies on every hit into armor broken opponents. Fights usually lasted around 60 hits with Terrax since he was unawakened.

    4)Skill: I despise this one. So few counters. I quaked the entire path involving YJ and quaked the boss. This one could have been miles better.

    This is all I have done so far.
  • WorknprogressWorknprogress Member Posts: 7,233 ★★★★★
    xNig said:

    The fact that they have the 4* challenge this month. I swear the only reason they changed it was so they can have people rank up champions they don't use. Again. The science one wasn't consistently working but that change isn't bad but it is definitely worse then the previous one. Cosmic was not better either. The rng is bad to get the fury. Tech is annoying. How can you bring up speed when you introduce a node that gives healing then add nodes like unstoppable and falter so you have less opportunity to apply the heal block which allows them to heal making the fights longer. Im currently on the skill one and I dont even feel like continuing. Skill champs mostly bleed. Why not have bleed instead of shock or incinerate? Like I said, I swear they introduced these nodes just to make you rank up other champs. Why overhaul the entire thing after tuning it b4. People already don't 100%. This wasn't a change that would make people want to do it. They really dropped the ball with this one.

    Like Cull doing this?

    https://youtu.be/LOGK9zqxisg

    Tech was easy. Warlock’s infections last very long, and so many champs are able to healblock/armor break in the tech class. (I used Yondu on my 4* challenge. Yay.) You just need to play around the unstoppable/falter timers which... wait for it..., is where the skill comes in.

    No they don’t introduce these nodes to make you rank up champs IF you have a diverse roster of 4/5/6*s. If you’re top heavy and only rank god tiers, and higher rarity ones at that, you’re gonna be in a position.

    I found these nodes more interesting than the previous ones. 😊
    Cull was a lot of fun in the cosmic quest.

    Still not a fan of the mystic or science changes. They felt A LOT slower than the old ones. Not any harder just slower
  • WorknprogressWorknprogress Member Posts: 7,233 ★★★★★
    edited February 2021
    I don't think I hit the fury cap in any of the science fights and I know for a fact I never got close in the mystic quest

    Also I still wish they'd give up on the 4* challenge thing. Either start giving us rank up gems in completion rewards or do something about T4cc availability.
  • Kappa2gKappa2g Member Posts: 278 ★★★
    Champs used for each node (to show I'm already using targeted champs for each node)

    Science: Shehulk, Red guardian, Void
    Tech: Warlock, hulkbuster
    Cosmic: Corvus, CGR
    Skill: hitmonkey, Elsa, Falcon
    Mutant: Prof x, Magneto , Wolverine
    Mystic: Doom, Sorcerer supreme, Dragonman

    Feedback:
    Positives: Tech node is an improvement as the previous node frequently didn't trigger due to pacify masteries. Mutant node is very accessible and fun.

    Rate of gaining buffs (fury, prowess) was noticably slower in the new cosmic and mystic nodes

    Bad: Science and Skill quest had a noticable increase in time required to get through, pushing cav difficulty times akin to when they were originally released which is opposite of what dev notes has stated that you wanted to reduce time for exploration overall.

    Suggestions:
    Science one needs a hard look at, too much going on there.
    Cosmic one could use number tweaks to gain fury much faster.
    Remove the AAR thing from skill one to open up more champs for that node
    Mystic one has awkward timing when you want to convert your prowess into permanent, could add a line that when preventing an unstoppable from triggering (like from slow), gain a permanent prowess.

    Overall time for completion/exploration was at a good point in the January event quest. Appreciate the attempt to diversify the nodes to encourage different champions but time expenditure is a step backwards. Hoping for improvements by next month.
  • TBuchanan24TBuchanan24 Member Posts: 82
    xNig said:

    The fact that they have the 4* challenge this month. I swear the only reason they changed it was so they can have people rank up champions they don't use. Again. The science one wasn't consistently working but that change isn't bad but it is definitely worse then the previous one. Cosmic was not better either. The rng is bad to get the fury. Tech is annoying. How can you bring up speed when you introduce a node that gives healing then add nodes like unstoppable and falter so you have less opportunity to apply the heal block which allows them to heal making the fights longer. Im currently on the skill one and I dont even feel like continuing. Skill champs mostly bleed. Why not have bleed instead of shock or incinerate? Like I said, I swear they introduced these nodes just to make you rank up other champs. Why overhaul the entire thing after tuning it b4. People already don't 100%. This wasn't a change that would make people want to do it. They really dropped the ball with this one.

    Like Cull doing this?

    https://youtu.be/LOGK9zqxisg

    Tech was easy. Warlock’s infections last very long, and so many champs are able to healblock/armor break in the tech class. (I used Yondu on my 4* challenge. Yay.) You just need to play around the unstoppable/falter timers which... wait for it..., is where the skill comes in.

    No they don’t introduce these nodes to make you rank up champs IF you have a diverse roster of 4/5/6*s. If you’re top heavy and only rank god tiers, and higher rarity ones at that, you’re gonna be in a position.

    I found these nodes more interesting than the previous ones. 😊
    I 100% it every month. Dont bring up skill cause that's not my problem. Plus I didn't said it would just make the fights longer not that it would be too hard. I never use potions or revives to beat it. Why would you have a suck yondu ranked up BTW. Anyway I'm talking about other people. Not everyone has warlock ranked up. You said if you are top heavy with a diverse roster but mention ranking only god tiers. Makes no sense.. You clearly don't have say in this. I can tell its difficult because I'm doing the 4* challenge. I just quake everything so im fine. I have rank 3 6*s and a bunch of rank 5 5*s so 100% will be fine for me cuz I am top heavy. It don't make it more interesting for me that its changed. I will mostly use champs that dont benefit and just use my everyday God tier champs. For people without that. How are they suppose to 100% without a crazy diverse roster. A yondu that shouldn't be ranked up. The skill path hardly have counters. Most likely i will just quake otherwise I will have to rank up a 4* from rank 1. The only skill champ i have ranked is blade. Only needed him with the other nodes. Most skills bleed why not have bleed that would open up so many skill champs. The last nodes were way better after they tuned it. Super quick to get the furies. That was the whole point there was no need to change it since it was quicker. So yeah it was changed making other people rank up champs they don't normally use. Like yondu
  • xNigxNig Member Posts: 7,329 ★★★★★
    edited February 2021

    xNig said:

    The fact that they have the 4* challenge this month. I swear the only reason they changed it was so they can have people rank up champions they don't use. Again. The science one wasn't consistently working but that change isn't bad but it is definitely worse then the previous one. Cosmic was not better either. The rng is bad to get the fury. Tech is annoying. How can you bring up speed when you introduce a node that gives healing then add nodes like unstoppable and falter so you have less opportunity to apply the heal block which allows them to heal making the fights longer. Im currently on the skill one and I dont even feel like continuing. Skill champs mostly bleed. Why not have bleed instead of shock or incinerate? Like I said, I swear they introduced these nodes just to make you rank up other champs. Why overhaul the entire thing after tuning it b4. People already don't 100%. This wasn't a change that would make people want to do it. They really dropped the ball with this one.

    Like Cull doing this?

    https://youtu.be/LOGK9zqxisg

    Tech was easy. Warlock’s infections last very long, and so many champs are able to healblock/armor break in the tech class. (I used Yondu on my 4* challenge. Yay.) You just need to play around the unstoppable/falter timers which... wait for it..., is where the skill comes in.

    No they don’t introduce these nodes to make you rank up champs IF you have a diverse roster of 4/5/6*s. If you’re top heavy and only rank god tiers, and higher rarity ones at that, you’re gonna be in a position.

    I found these nodes more interesting than the previous ones. 😊
    I 100% it every month. Dont bring up skill cause that's not my problem. Plus I didn't said it would just make the fights longer not that it would be too hard. I never use potions or revives to beat it. Why would you have a suck yondu ranked up BTW. Anyway I'm talking about other people. Not everyone has warlock ranked up. You said if you are top heavy with a diverse roster but mention ranking only god tiers. Makes no sense.. You clearly don't have say in this. I can tell its difficult because I'm doing the 4* challenge. I just quake everything so im fine. I have rank 3 6*s and a bunch of rank 5 5*s so 100% will be fine for me cuz I am top heavy. It don't make it more interesting for me that its changed. I will mostly use champs that dont benefit and just use my everyday God tier champs. For people without that. How are they suppose to 100% without a crazy diverse roster. A yondu that shouldn't be ranked up. The skill path hardly have counters. Most likely i will just quake otherwise I will have to rank up a 4* from rank 1. The only skill champ i have ranked is blade. Only needed him with the other nodes. Most skills bleed why not have bleed that would open up so many skill champs. The last nodes were way better after they tuned it. Super quick to get the furies. That was the whole point there was no need to change it since it was quicker. So yeah it was changed making other people rank up champs they don't normally use. Like yondu
    Cause Yondu is legacy from the older days. He was ranked up likely 3 years ago. Didn’t have to rank up much for the previous 4* challenge.

    If Blade is the only 4* skill you have ranked up, then it’s an issue, no?

    Also, paragraphs.
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