**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Options
Comments
He had lifecycle, power alternator, unblockable specials (you and him), that one where you have to keep doing heavy attacks to maintain normal damage and lastly powershield.
The last three nodes all help you as forcing you to do heavy attacks increases the lifecycle grey sheild duration by knocking him down and the unblockable specials makes it easy to hit him while the grey shield is up. It also makes it easy to expend your power before he steals it as you don’t have to be actively in a combo or wait for an opening to connect a special. Lastly all your specials do 400% damage.
So all you had to do was, parry + heavy attacks and ideally spend your unblockable and ideally projectile sp1 as soon as you got it so he couldn’t steal your power and throw his sp2.
There are nearly 100 champs with projectile sp1. You don’t even need that though you can dash forwards and throw a normal sp1 as he is getting up from a heavy, just needed to be a long enough one that the duration outlasts the time taken for the lifecycle shield to go grey. I use this tactic all the time with colossus and OML on that node for eg.
This whole 10 champs, need AA reduction is nonsense. Domino did it well as she has class advantage and a decent projectile special.
The only hard thing once you understand the fight is maybe consistently dexing his sp1 but this was cav eq not master…it’s quite a simple one to deal with.
Agree with pretty much all else you posted though. 👍
it's again these little "let's force resources because game economy" things. you can make content that resources are used in the spirit of the game and the player base wouldn't revolt.
these little things are NOT fun or interesting ... they aren't even challenging .. they seem like just stuff to do because designers can't think of anything else. i'd be really interested to hear from the team on what the thought process was ... what exactly were you hoping to gain from the player base with these kind of decisions and that Venompool fiasco ??? what was the end goal??
Then on to the next issue, is the effort worth the rewards? Probably not.
Anyway no point on beating on a dead horse. The facts behind the points in this whole thread still remain.
However, I think it's only fair to point out that whilst I'm not an Endgame player (Thronebreaker player, early Act 7), after multiple attempts, I eventually got solos along the middle path with 5/65s and one 6*R2.
I burned a few +15%/+20% Health/Attack/Champion boosts to do it, but in honesty, is that an excessive cost for a Legendary-level side-quest? No healing potions or revives used, just minor boosts you can pick up for free anywhere. If I can do it (with common, old 5* champs), then it's not out of reach for other Thronebreakers.
Team that worked for me:
Super-Skrull: Dr Voodoo (5/65)
Korg: Bishop (6* 2/35)
Terrax: Dr Voodoo
Annihilus: Kingpin (5/65).
I quite like the idea someone mentioned before about providing a special boost to Ikaris/Sersi, if we're going to be forced to take them in. But I'd rather just remove that necessity. We're already forced to fight using them in our Special Objectives. Why make them obligatory in the Side Quest as well?
It’s a given that I will get clipped once a fight—either by a failed parry or getting nicked on the edge of my hit box when dashing back. It’s also a given that my block or evade will trigger parry when I don’t want it to (hello, CWBP) or I will block instead of evading at the worst time (ahh, kinetic transference).
I realize it’s hard to get consistency across so many different devices, but that’s all part of it when you put out a Marvel game on iTunes and Google. This isn’t a college project—it’s a multimillion dollar game. I don’t think it’s unreasonable to expect it to work.
It’s frustrating—and I’m done with the Legendary Skrull/Korg/ Terrax/Annihilus path itemless—because it ceases to be enjoyable.
If precision moves aren’t going to be part of the game, and potions are going to be dropped infrequently, then something else needs to give, like smaller health pools, a buff that helps if you bring one of the Eternals or an extra champ slot.
Dr. Zola
But that middle lane... The problem with it is that it required entirely other champions than the other opponents (and the boss). Sure, I got down Super-Skrull with Doom at 100% health but it was an incredibly drawn-out fight where I landed on way over 100+ hits (with none taken). Korg and Terrax, meanwhile, just ate potions and revives like there was no tomorrow. Korg was a pretty straightforward fight with Bishop but my man still died in the end, just from attrition. Terrax, meanwhile, was just...bad. It eventually boiled down to another superlong fight where I went into him quickly to get a few armor breaks on me that I could Willpower heal from, then back out again to let his rock field dissipate, and then get a few hits in before having to do it all again. Not necessarily an incredibly difficult fight (even if Terrax is never "easy") but more of a long and really boring slog.
I did, however, actually enjoy the Annihilus fight. I usually don't because he's extremely annoying, but Tigra had a field day with him. If she ever fell, Doom could easily kick down whatever health was left.
But overall? I haven't enjoyed these last two weeks' SQ too much. I've had the right counters for both weeks so it hasn't been a total write-off, but the immense health pools are just so grindy to get through.
Left lane I’m starting over. Clean up to Mojo, then wipeout. Probably should have brought Torch instead of Claire and I certainly didn’t try my 3* Ikaris there.
I refuse to use any items for this even if it means I don’t 100% it.
Dr. Zola
I soloed with Colossus every time. It was one of the better bosses in cav eq as a whole.
Side quests haven’t always been like that if I remember correctly. Several players could enjoy both the content with the rewards.
Me personally if the rewards were upped, I wouldn’t mind the difficulty. That way uncollected, cavalier and maybe new TBs might choose the appropriate difficulty they’re comfortable with because the rewards are worth it or good enough. Cos for a lot of players if you don’t go for the highest difficulty, it’s just a waste of time for the rewards if the others. And the highest difficult is a bit much for rewards it offers.