This month’s cav EQ node design is absolutely terrible
Defenestrated
Member Posts: 304 ★★★
It’s like the Act 6 design team created the nodes. They’re not fun, instead they’re punishing even for the particular class-based champions. For example, Hulkbuster was MVP for the tech quest and BWCV for the mystic quest, but there weren’t really a lot of other great options. These nodes were supposed to benefit the champions of that particular class, but instead they only benefit a couple. Tech quest only had 3-4 viable tech options out of, what, 30 tech champions?
The worst is the science quest. Even with CapIW and Doom (for power control), it was a lot tougher than what it should really be. I didn’t use any revives, but that’s really not the point. Cavalier difficulty increase is fine by me, but it should also be fun, rewarding, and/or sensible in design, with more than just a couple viable options to use. Science quest I had to slog my way through, praying the defender would be aggressive and throw their specials before reaching three bars of power, which, with science champs and Mr. Fantastic’s synergy and pre-fight, did diddly squat to reduce power gain.
Last month, the EQ bosses were pretty tough, especially without white mags pre-fight. This month, besides Blade, the bosses were relatively easy, but the regular fights were garbage because of the global nodes. Doable, but painful.
Kabam, we want more 7.2 node interactions and less... whatever this is. Yes, some endgame players want cavalier difficulty to be more difficult, but this is not what they asked for. What they asked for is that they want challenging content again, not BS nodes that make regular fights more difficult than what they should be.
The worst is the science quest. Even with CapIW and Doom (for power control), it was a lot tougher than what it should really be. I didn’t use any revives, but that’s really not the point. Cavalier difficulty increase is fine by me, but it should also be fun, rewarding, and/or sensible in design, with more than just a couple viable options to use. Science quest I had to slog my way through, praying the defender would be aggressive and throw their specials before reaching three bars of power, which, with science champs and Mr. Fantastic’s synergy and pre-fight, did diddly squat to reduce power gain.
Last month, the EQ bosses were pretty tough, especially without white mags pre-fight. This month, besides Blade, the bosses were relatively easy, but the regular fights were garbage because of the global nodes. Doable, but painful.
Kabam, we want more 7.2 node interactions and less... whatever this is. Yes, some endgame players want cavalier difficulty to be more difficult, but this is not what they asked for. What they asked for is that they want challenging content again, not BS nodes that make regular fights more difficult than what they should be.
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Comments
The most annoying part of cav eq was blade boss imo.
Passive healblock on the skill quest? Wtf? I had Elsa but I could have really used WP against that sp1-happy WM. Maybe a 90% passive Spectre that is reduced to 40% if you start the fight with a bleed or poison would have been better. Thankfully I don't run suicides.
A cool addition would be a choice node before the boss, like in act 7. Or if the boss had the same node as the paths.
Difficulty have increased. Nodes are annoying but doable. For instance science path was done by rulk with 2 Mr f in team. Same went for others
It's not hard but I agree that most of the time it only benefits very few champs of the class or else you need synergy partner which makes run stressful and non fun.
So nodes were not terrible in themselves but were limiting the choices
But the nodes this month did feel more punishing than rewarding
And that passive heal block on skill route was sooooo lame