I used sym supreme for skrull, terrax and ann. Used bishop for korg. Regen and bishop has passive stun if skill shrug a stun. Claire was 3rd just in case I lost supreme but didn't need her.
Outside supreme again, torch and the gate openers.
Almost 7 minutes really? And i have Doctor Doom what happened to those who who don't have him?
I think Super Skrull was designed as a cosmic Doom stopper, or at least slower-downer. He’s shock and incinerate immune, so neutralizes Doom’s primary damage mechanics. Those who don’t have Doom aren’t necessarily at a disadvantage for this quest.
I stand w the other Diablo-mongers (Diablo-holics?) in this thread. This quest, especially the middle path, is a great showcase for his kit.
Previous side quests difficulty ratings Epic- 17500 or 21000 Legendary 28000 . This month side quest difficulty ratings Epic-28000 Legendary- 33000 This is what changed and certainly felt the difference and also ai behaviour is really like of veteran player, intercepting n doing 4 hi combo n repeat!
Super Skrull, Terrax, and Korg are all shock immune. That path was designed to be challenging for Doom. I used Swigil (would have used SorcSupr, but she’s busy in war attack) and Namor for those fights (would have used Bishop for Korg but he was on AW defense). Point is, lots of counters available.
Not always, but as a general rule if a fight seems too ridiculous, it is likely that you just brought in the wrong champion for it.
I am still baffled at why Kabam has been screwing up so badly with the side quests lately. Usually we get a mix of good and bad side quests but the last few months they consistently sucked . This is just the latest example
Let me tell you something. Doom was considered a top mystic champ for a while for a reason. He does pretty good damage, too. There's no reason he should be hitting like a wet noodle against super Skrull unless there's a secret "High defense" node. My 5 star Rank 5 doom was doing 200 damage per hit, very uncharacteristic of him. Something ain't adding up here.
Let me tell you something. Doom was considered a top mystic champ for a while for a reason. He does pretty good damage, too. There's no reason he should be hitting like a wet noodle against super Skrull unless there's a secret "High defense" node. My 5 star Rank 5 doom was doing 200 damage per hit, very uncharacteristic of him. Something ain't adding up here.
Doom *is* considered a top mystic champ. He's still among the strongest. But that doesn't mean he can do everything, and that doesn't mean if there's something he can't do well (or at all) then the content is broken.
Super Skrull does have high defenses, but this is no secret. He's immune to shock, a source of Doom's damage. He has armor buffs, which reduce damage. His armor buffs have critical resistance, which reduces the chance that your attacks crit. If you aren't removing those buffs constantly or going around them with damage over time that isn't shock or incinerate, your damage is going to be much lower than when you're fighting a punching bag like Winter Soldier.
All of this is cleverly hidden in the ability page for Super Skrull, which you can read if you have him, or you can read when you fight him in his info page linked in the start of fight screen, or which you can review outside the game in the Auntm.ai resource.
I don't know why you think Doom "was" considered a top mystic champ (he still is) or why you think Doom should always be hitting as hard as CGR (Doom doesn't actually hit all that hard really), or why you think Super Skrull's abilities are a secret, but this game hasn't been a blind tap-tap game for a considerable amount of time now. You need to read the nodes. You need to learn the champions. Everything has a counter. Everything has strengths and everything has weaknesses. If you don't know what they are and plunge straight into a fight not knowing any of this, your results can be very bad. That's intentional.
I am still baffled at why Kabam has been screwing up so badly with the side quests lately. Usually we get a mix of good and bad side quests but the last few months they consistently sucked . This is just the latest example
Do I think the diifficulty is somewhat harder than I would expect? Yes. But do I consider this to be a "screw up?" Actually, no. People have been complaining about grindy side quests for a while now. This one is not grindy. We've traded a lot fewer runs for higher difficulty. Personally, that's a trade I'm fine with. Side quests, contrary to the opinions of many that they are supposed to be easy vending machines of rewards, have always been the more experimental and diverse part of the monthly quest content. The monthly quest content tends to be more stable and consistent. The side quests are more varied in terms of structure, effort, and difficulty. I actually prefer these to change constantly for variety sake alone.
If they keep changing them, they aren't going to hit the bullseye every time. Nor is there a bullseye to begin with. What I want and what other people want are different. They can't make me happy without making someone else upset, and vice versa. EQ can and should be relatively similar and predictable from month to month so people can plan and progress accordingly. But SQ should be where the content tries to spread out across the playerbase, sometimes being easier but grindy so lower skill players can trade time for skill, and sometimes being harder but faster to higher skill players can feel like they are getting a return on their investment in getting better at the game or growing their rosters or both.
The content is harder than I would have designed, and I can understand players being frustrated with that. But while it is harder than I would expect, it is not unreasonably hard. Compared to the more grindy SQs we've had recently, it is honestly a breath of fresh air.
I didn't tackle SQ content at first, since all these posts on the forum complained about them.
Having explored Week 1 and 2 as get my two points toward the Legendary objectives ... I can say that the complaints are overblown.
# Three team restriction with 1-slot taken up by a useless 3-star Ikaris/Sersi for two of the paths? Nothing to complain about, as two champion you bring can easily handle the path and also be fine for the boss. Kabam matched up the boss' class with those on the path, so path counters also work for boss. It is not like you're bringing Mystic/Science to counter path defenders but the boss is Skill class.
# Bumped up health on the middle lane? Sure, this makes for a very boring fight. It is not especially difficult, just long. It is not a very clever game design, I do agree.
# Annoying boss abilities + annoying node combos? Again, not the end of the world, as you only have to deal with 2/3 nodes at a time. This does add difficulty, but not in an unreasonable manner. I didn't use revives on Week 1 boss, but had to against Week 2 boss. Having to use a few revives is not a sign that something is too difficult. It is not an unfair revive sink (which is a bad level of difficulty).
# Poor rewards compared to difficulty? It is mostly in line with what can be expected based on the number of fights and level of difficulty here. Compare this to Modok labs, where that was a daily grind of similar amount of fights, with massive difficulty spikes, and I definitely prefer this.
I am still baffled at why Kabam has been screwing up so badly with the side quests lately. Usually we get a mix of good and bad side quests but the last few months they consistently sucked . This is just the latest example
Do I think the diifficulty is somewhat harder than I would expect? Yes. But do I consider this to be a "screw up?" Actually, no. People have been complaining about grindy side quests for a while now. This one is not grindy. We've traded a lot fewer runs for higher difficulty. Personally, that's a trade I'm fine with. Side quests, contrary to the opinions of many that they are supposed to be easy vending machines of rewards, have always been the more experimental and diverse part of the monthly quest content. The monthly quest content tends to be more stable and consistent. The side quests are more varied in terms of structure, effort, and difficulty. I actually prefer these to change constantly for variety sake alone.
If they keep changing them, they aren't going to hit the bullseye every time. Nor is there a bullseye to begin with. What I want and what other people want are different. They can't make me happy without making someone else upset, and vice versa. EQ can and should be relatively similar and predictable from month to month so people can plan and progress accordingly. But SQ should be where the content tries to spread out across the playerbase, sometimes being easier but grindy so lower skill players can trade time for skill, and sometimes being harder but faster to higher skill players can feel like they are getting a return on their investment in getting better at the game or growing their rosters or both.
The content is harder than I would have designed, and I can understand players being frustrated with that. But while it is harder than I would expect, it is not unreasonably hard. Compared to the more grindy SQs we've had recently, it is honestly a breath of fresh air.
Couldn't agree more. I'll take hard and short over easy and grindy any time. If they dropped the gates I imagine a lot of people would find it more palatable but there are complaints every time we have a harder side quest.
@Kabam Miike If I was to fix it I’d switch Terrax for CGR, Super Skrull for King Groot, and Mojo for Ghost Rider. The nodes don’t make them difficult just the some of the hardest defenders in the game with like 400k HP is not fun at all.
Let me tell you something. Doom was considered a top mystic champ for a while for a reason. He does pretty good damage, too. There's no reason he should be hitting like a wet noodle against super Skrull unless there's a secret "High defense" node. My 5 star Rank 5 doom was doing 200 damage per hit, very uncharacteristic of him. Something ain't adding up here.
The super secret is on skrull's description.. HE IS PASSIVE IMMUNE TO SHOCK AND INCINERATE... 🤣🤣🤣
Side quest has a lot of options... not sure why peeps be complaining about this one. CapIW steam rolls, CGR can over power it, and Sorcerer Supreme counters pretty much everything on the map. It’s also only 4 fights... it’s not that bad y’all just gotta remember that while Doom is OP, there’s better match ups that throwing him at every cosmic
Side quests in general were grindy but not overly prescriptive in champion use. They suited a casual, go with my team of the moment type of gameplay. Run a few paths over the week, finish off on the weekend sort of stuff. It was my favourite style of gameplay.
The last two are getting closers to "Summer of Pain Light". Is there any reason to eliminate a playstyle from the game? Of course its going to put people off.
A lot of folks like to spam Doom in content. Doesn't mean he's good for everything. Mines at r1 in fact. I'm not saying he's not a great champ. I'm just saying it's funny if folks get mad because he "isn't working" for everything they try to use him on. It's such a double standard. "Haha.. stop spamming Ghost bro.. wait, this fight is bugged because my Doom isn't working, fix it!" Use different champs, man.
That being said.. I've kind of been engaging in some Diablo spam. 😛 I still find it fun. It may wear off at some point though...but he's really really good I find. https://youtu.be/VWoQINJVih4
Comments
Used bishop for korg. Regen and bishop has passive stun if skill shrug a stun.
Claire was 3rd just in case I lost supreme but didn't need her.
Outside supreme again, torch and the gate openers.
Hope that helps in anyway for you.
I stand w the other Diablo-mongers (Diablo-holics?) in this thread. This quest, especially the middle path, is a great showcase for his kit.
Epic- 17500 or 21000
Legendary 28000
.
This month side quest difficulty ratings
Epic-28000
Legendary- 33000
This is what changed and certainly felt the difference and also ai behaviour is really like of veteran player, intercepting n doing 4 hi combo n repeat!
Doom is awful for superskrull. Claire does it much faster. Prof x takes Korg easily too
https://youtu.be/k29-SaBumzM
https://youtu.be/s58jjo77rZ8
Annihilus Boss down in 18 hits.
https://youtu.be/iccsDkCmNJc
Not always, but as a general rule if a fight seems too ridiculous, it is likely that you just brought in the wrong champion for it.
Doom was considered a top mystic champ for a while for a reason.
He does pretty good damage, too.
There's no reason he should be hitting like a wet noodle against super Skrull unless there's a secret "High defense" node.
My 5 star Rank 5 doom was doing 200 damage per hit, very uncharacteristic of him.
Something ain't adding up here.
Super Skrull does have high defenses, but this is no secret. He's immune to shock, a source of Doom's damage. He has armor buffs, which reduce damage. His armor buffs have critical resistance, which reduces the chance that your attacks crit. If you aren't removing those buffs constantly or going around them with damage over time that isn't shock or incinerate, your damage is going to be much lower than when you're fighting a punching bag like Winter Soldier.
All of this is cleverly hidden in the ability page for Super Skrull, which you can read if you have him, or you can read when you fight him in his info page linked in the start of fight screen, or which you can review outside the game in the Auntm.ai resource.
I don't know why you think Doom "was" considered a top mystic champ (he still is) or why you think Doom should always be hitting as hard as CGR (Doom doesn't actually hit all that hard really), or why you think Super Skrull's abilities are a secret, but this game hasn't been a blind tap-tap game for a considerable amount of time now. You need to read the nodes. You need to learn the champions. Everything has a counter. Everything has strengths and everything has weaknesses. If you don't know what they are and plunge straight into a fight not knowing any of this, your results can be very bad. That's intentional.
Cmm feat power boost for terrax (solo)
If they keep changing them, they aren't going to hit the bullseye every time. Nor is there a bullseye to begin with. What I want and what other people want are different. They can't make me happy without making someone else upset, and vice versa. EQ can and should be relatively similar and predictable from month to month so people can plan and progress accordingly. But SQ should be where the content tries to spread out across the playerbase, sometimes being easier but grindy so lower skill players can trade time for skill, and sometimes being harder but faster to higher skill players can feel like they are getting a return on their investment in getting better at the game or growing their rosters or both.
The content is harder than I would have designed, and I can understand players being frustrated with that. But while it is harder than I would expect, it is not unreasonably hard. Compared to the more grindy SQs we've had recently, it is honestly a breath of fresh air.
Having explored Week 1 and 2 as get my two points toward the Legendary objectives ... I can say that the complaints are overblown.
# Three team restriction with 1-slot taken up by a useless 3-star Ikaris/Sersi for two of the paths? Nothing to complain about, as two champion you bring can easily handle the path and also be fine for the boss. Kabam matched up the boss' class with those on the path, so path counters also work for boss. It is not like you're bringing Mystic/Science to counter path defenders but the boss is Skill class.
# Bumped up health on the middle lane? Sure, this makes for a very boring fight. It is not especially difficult, just long. It is not a very clever game design, I do agree.
# Annoying boss abilities + annoying node combos? Again, not the end of the world, as you only have to deal with 2/3 nodes at a time. This does add difficulty, but not in an unreasonable manner. I didn't use revives on Week 1 boss, but had to against Week 2 boss. Having to use a few revives is not a sign that something is too difficult. It is not an unfair revive sink (which is a bad level of difficulty).
# Poor rewards compared to difficulty? It is mostly in line with what can be expected based on the number of fights and level of difficulty here. Compare this to Modok labs, where that was a daily grind of similar amount of fights, with massive difficulty spikes, and I definitely prefer this.
All you need to do is explore week 1 and then redo a path 3 more times and you'll get it.
I've gotten mine already by doing this.
https://youtu.be/znaZ3pdp0lE
They suited a casual, go with my team of the moment type of gameplay. Run a few paths over the week, finish off on the weekend sort of stuff.
It was my favourite style of gameplay.
The last two are getting closers to "Summer of Pain Light". Is there any reason to eliminate a playstyle from the game? Of course its going to put people off.
https://youtu.be/VWoQINJVih4