Besides the nodes (most of which seems like a downgrade from before)....there ws just too much passive healblock this time Entire skill chapter, one path in tech chapter as well with heal or hide node, & it ws also on 1 or 2 bosses What's the point of such heal blocks Why not let the champs have advantage of mastery build & nodes that reward specific playstyle
I’m don’t like them there called them buff version and I’m find them nerft but I’m don’t mind them
Tech map is hard especially limited with techs who deal shock. I swear these devs automatically assume everyone has ranked 5 5* shock damage dealer champs 🤦♂️
I’m don’t like them there called them buff version and I’m find them nerft but I’m don’t mind them
Tech map is hard especially limited with techs who deal shock. I swear these devs automatically assume everyone has ranked 5 5* shock damage dealer champs 🤦♂️
You don't need a tech who deals shock, power control is more important. I agree with your general point though - new nodes seem to limit roster choices more than in past months. Defenders seem chosen to limit the effectiveness of attackers. Can't remember a time in recent history that eq was less fun. Zero motivation to go back and slog through uncollected after I finish exploring cav.
I finished and didn’t spend any items but they are pretty trashy. These are probably the worst iteration of them. First the skill one completely gives the middle finger to all suicide users (I don’t use them). The mystic one too because you need to use specials to gain fury.
The science line with weakness when you use the same basic attack twice was really annoying and time consuming. They want to reel us in but they are driving us away from enjoying content. They have a million player base to ask questions what would be fun for us. Or consult the folks who did act 7.1 and 7.2. That’s fun enjoyable content.
i wonder why there are cosmic champs in tech chapter. not hard but annoying to see class disadvanatage here for the champs who are supposed to be benefitted
I finished and didn’t spend any items but they are pretty trashy. These are probably the worst iteration of them. First the skill one completely gives the middle finger to all suicide users (I don’t use them). The mystic one too because you need to use specials to gain fury.
In the mystic chapter Claire works perfectly with suicide masteries - stay in the curse of blood and cycle sp2. The regeneration she gets count for the node, so it will heal you, power drain the opponent and gain furies. Did all paths with her.
Dragon man sp3s also work just fine - get hit while unstoppable. He heals the damage back and the node power drains & grant furies.
The skill one was a mixed bag with suicides. Aegon was sometimes incredible and sometimes frustrating while ramping him up (no crits, no debuff srug, lots of damage in the first 1-2 fights). Kingpin did work somewhat better for me.
I finished and didn’t spend any items but they are pretty trashy. These are probably the worst iteration of them. First the skill one completely gives the middle finger to all suicide users (I don’t use them). The mystic one too because you need to use specials to gain fury.
In the mystic chapter Claire works perfectly with suicide masteries - stay in the curse of blood and cycle sp2. The regeneration she gets count for the node, so it will heal you, power drain the opponent and gain furies. Did all paths with her.
Dragon man sp3s also work just fine - get hit while unstoppable. He heals the damage back and the node power drains & grant furies.
The skill one was a mixed bag with suicides. Aegon was sometimes incredible and sometimes frustrating while ramping him up (no crits, no debuff srug, lots of damage in the first 1-2 fights). Kingpin did work somewhat better for me.
Surprised everyone is ignoring Sorcerer who is actually the best option. She can heal the entire fight and her power steal is pretty easy to maintain. Just throw 2 heavies and you're back into power steal
Comments
Entire skill chapter, one path in tech chapter as well with heal or hide node, & it ws also on 1 or 2 bosses
What's the point of such heal blocks
Why not let the champs have advantage of mastery build & nodes that reward specific playstyle
The science line with weakness when you use the same basic attack twice was really annoying and time consuming. They want to reel us in but they are driving us away from enjoying content. They have a million player base to ask questions what would be fun for us. Or consult the folks who did act 7.1 and 7.2. That’s fun enjoyable content.
Cosmic - Angela, Venom took mostly everything.
Tech - G99, IMIW for me.
Mutant - Namor, Colo, Sunspot.
Mystic - Doom, Voodoo.
Science - SheHulk, CptIW, Void
Skill - Moleman, NF, Crossbones.
All R5/R2 and above. Pretty straightforward mostly.
Dragon man sp3s also work just fine - get hit while unstoppable. He heals the damage back and the node power drains & grant furies.
The skill one was a mixed bag with suicides. Aegon was sometimes incredible and sometimes frustrating while ramping him up (no crits, no debuff srug, lots of damage in the first 1-2 fights). Kingpin did work somewhat better for me.
And I'm not talking about difficulty. My account steamrolled this stuff. This month's EQ just feels like a chore more than any other month.