**WINTER OF WOE - BONUS OBJECTIVE POINT**
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.

Act 7 Chapter 4: Kangdom Come - Out Now!

THE END IS NIGH

Welcome to Chapter 4 of Marvel Contest of Champions’ Book 2 Act 1!

It’s been a wild ride through the highs and lows of Book 2’s launch, and we’re grateful for all the support and engagement the community has brought to Story Quests throughout. As we began work on our final Chapter for Act 1, it became obvious that the mechanics we introduced in previous Chapters still had unexplored opportunities just waiting for another chance. Class Challenge and Support Nodes had been a favourite, but the Superiority Nodes from Chapter 2 still had plenty of untapped potential as well. And of course, Paradox had been designed explicitly so that we could mix and match it for future content without worrying about serving up the same old fights. So rather than roll out a fourth set of completely new effects, we decided to reach back and pluck some of our favourite nodes and encounters from Chapters 1-3 and give them another chance to shine.

While Chapter 4 features a great many Buff Nodes taken from previous Quests throughout Act 1, you can rest assured that we haven’t skimped on crafting new ones. Every reused Node is being paired up with a brand new Node intended to highlight the value of Class Advantage, Superiority, and Paradox, while also adding a fresh layer of challenge on top. So without further ado, here’s the low-down on the skinny behind Book 2 Act 1 Chapter 4 - KANGDOM COME, launching on March 23rd!

IF IT AIN’T BROKE...

Chapter 4 continues the successful Quest format found throughout Book 2.1.

1 Act composed of 4 Chapters
Each Chapter consists of 6 Quests
Each Quest is composed of…
  • 6 Paths with 6 Encounter per Path
  • 3 Final Bosses (Not Path Dependent)
  • 1-3 Choice Nodes (found just before fighting the Final Bosses)
Choice Nodes return to give players a chance to swap out a non-KO’d 5 or 6-Star Champion for another in their roster.

The freshly swapped in Champion will enter the Quest at full health and ready to rumble. Summoners will find these Choice Nodes after the final Path Fight, but just before the Final Bosses, giving players a chance to swap in a Champion better suited for the challenges those Bosses present.

BOOK 2 ACT 1 CHAPTER 4 - QUEST BREAKDOWN & ENERGY COSTS

Each quest consists of 6 paths, with an average of 23 nodes per path. Each path also contains 6 fights, plus the Final Boss fight.

TOTAL COST OF COMPLETION: 414 Energy
TOTAL COST OF EXPLORATION: 2484 Energy

THE 6-STAR STANDARD

Before we start talking about the new Nodes in Chapter 4, it’s important to mention that we’ve kept the initial 6-Star Supporting Nodes we introduced in Chapter 1. We’ve decided to keep these three Global Nodes for the foreseeable future of Act 1, and have listed them below for reference.

Adrenaline Rush The Attacker gains up to 100% Damage Reduction at all times, scaling with their current Adrenaline. Adrenaline is gained after being Struck.
Hold the Line The Attacker gains up to +80% Block Proficiency at all times, scaling with their current Adrenaline. Adrenaline is gained after being Struck.
Star Power 6-star Attackers gain a permanent Passive Fury, increasing Attack Rating by +700.

PARADOXICAL DILEMMA

Chapter 4 sees the return of Paradox. For those of you who haven’t engaged with Paradox before, or are in need of a refresher, Paradox is a system of modular Buff Nodes whereby players gain and lose Paradox throughout a fight. Gaining and losing Paradox depends on certain actions or effects, and Champions will need to build up at least a small amount of it to counter certain Nodes that benefit the Defender. Paradox also applies different passive benefits to Champions who have it, such as increased Buff Potency and Power Gain. However, players need to be wary of building up too much Paradox, otherwise it may explode with disastrous consequences for their Champions. Paradox is also a Cross-Fight system, which means Champions who have Paradox at the end of one fight carry it over into their next fight.

Since its arrival in Chapter 3, we've been tracking player feedback on the implementation of Paradox. Concerns about the difficulty it presents, but also the enjoyment folks feel when they're able to balance their Paradox and inflict devastating effects on their opponents. Story Quests are about bringing engaging but accessible challenges to players, and while we stand by the core design of Paradox, it would be against the goals of SQ to leave it as-is. With this in mind we recently made a tuning update to Paradox - Breakdown that will help make Paradox more manageable for players struggling with Chapter 3.

The Paradox - Breakdown Global Node is used to track the effects of Paradox across every fight inside a Quest, regardless of whether a specific fight has local Paradox Nodes or not. Our tuning update for this Node has increased the maximum number of Paradox a player can have from 9 to 12, and dropped the Resistance reduction from 5% per Paradox to 3.5%. This is the only tuning adjustment we've made to Paradox as a system, which means players will have an easier time staying below the maximum while having the potential to reap even greater benefits from the bonuses Paradox can provide.

(GLOBAL) Paradox - Breakdown If the Attacker ever has 12 or more Paradox Charges at one time, all Paradox Charges are removed and the Attacker suffers a burst of damage equal to 200% of their modified Attack. Each Paradox Charge on the Attacker reduces their Resistances by 3.5%.

Every Map in Chapter 4 features 2 Paradox Paths, which mix and match 1 of each of the following nodes: 1 Paradox, 1 Entropic, and 1 Quantum. Each path also features an extra Node or two to add some additional challenge to the encounters found on that path. Starting with the Paradox Nodes themselves, these Nodes are how each Champion gains Paradox during a fight. There is only ever one Local Paradox Node per Paradox Path. We’ve reused most of the original Paradox nodes from Chapter 3, but have introduced a brand new one for Chapter 4.

Paradox - Dodge Whenever the Attacker Dodges an Attack using the Dexterity Mastery, they gain 1 Paradox Charge. Paradox Charges are Cross-Fight Abilities and carry over between fights.

Every Local Paradox Node is paired up with a Local Entropic Node. These Entropic Nodes provide a passive benefit to Champions based on how much Paradox they have, and dictate how players can remove Paradox from their Champions. We’re reusing all the original Entropic Nodes from Chapter 3.

Lastly, each Paradox Path features a Local Quantum Node, which applies an extra ability to the Defender that is only disabled when the Attacker has 3 or more Paradox. For Chapter 4 we’ve added in 5 new Quantum Nodes.

Quantum Decay The Attacker is inflicted with a Concussion Passive, lowering Ability Accuracy by -50%. This Concussion is disabled while the Attacker has 3 or more Paradox Charges.

Quantum Glimpse The Defender has a Glancing Passive, granting 100% chance to Glance the Opponent. Glancing hits cannot be Critical, deal 50% reduced damage, and suffer -100% Offensive Ability Accuracy. This Glancing is disabled if the Attacker 3 or more Paradox.

Quantum Lock The Attacker starts the fight Power Locked. This Power Lock is removed if the Attacker has 3 or more Paradox..

Quantum Surge The Defender Passively gains 1% of their Max Power per second. This Power Gain is disabled if the Attacker has 3 or more Paradox.

Quantum Overrun The Defender starts the fight with an Unstoppable Passive. This Unstoppable is removed if the Attacker has 3 or more Paradox. If this Unstoppable is removed for any other reason, it will reapply after 10 second(s).

A TOUCH OF CLASS

Class Support Nodes return for one more appearance in Chapter 4, and alongside them we’ve got a host of new Class Challenge Nodes intended to spice up fights for everyone.

Warpath Whenever the Attacker purifies a Debuff, the Defender gains a Fury Passive increasing their Attack by 25% for 12 second(s). If the Attacker intercepts the Defender, all Fury Passives are removed. For each Fury removed, inflict a Degeneration Debuff dealing 50% of the Attacker's Attack Rating to the Defender over 6 second(s).

Power Shield 2.0 The Defender takes 90% reduced damage from all sources except Special Attacks. The Attacker's Special Attacks gain +200% Attack Rating for each bar of Power spent.

Tactical Recycling When the Defender is knocked down, remove all of their Armor Break Debuffs. For each Armor Break removed, the Defender gains an indefinite Armor Up Buff, increasing Armor Rating by 20%. When the Defender has 6+ Armor Up Buffs, consume them and deal a burst of Direct Damage to the Attacker equal to 200% of the Defender's Attack Rating.

Bait and Switch When the Defender is struck, they have a 20% chance to Nullify a Buff on the Attacker. When Nullify fails to trigger due to chance, gain an indefinite Bait Buff, increasing the chance to Nullify a Buff by a flat 20% each.

Dress Code The Defender is passively Unblockable. This ability is disabled while the Attacker has 1+ Armor Up Effects.

CLASS ASCENDENCY

We’ve gone back through Chapter 2 and cherry-picked our favourite Superiority Nodes to bring back for Chapter 4. With those nodes in mind, we’ve built a series of Superiority Challenge Nodes to test player’s rosters and skills.

On The Brink When the Defender blocks a hit, they gain an indefinite Fury Passive increasing their Attack Rating by 50%. When the Defender has 6+ of these Fury Passives, they begin to expire one at a time every 3 second(s). While these Fury Passives are expiring the Defender is passively Unblockable and cannot gain more Fury Passives.

Entry Fee Each time the Defender is afflicted with a Debuff, they have a 100% chance to Purify a Debuff. This chance is reduced by 30% for each of the Attacker's Buffs.

Diversion Every 15 second(s), the Attacker is inflicted with a Falter Passive, causing all their attacks to Miss for 8 second(s). If the Attacker is out of striking range when this timer expires, the Defender is instead afflicted with a Falter Passive for 4 second(s).

Civil Warzone Whenever the Defender is struck, they gain an indefinite Armor Up Buff increasing their Armor by 20%. Whenever the Defender activates a Special Attack, they convert all their Armor Up Buffs into Fury Buffs increasing their Attack by 25% for 15 second(s).

Grudge Tax Whenever the Defender is afflicted with a Debuff, 100% chance to inflict a non-stacking Power Burn Debuff on the Attacker, burning 20% of a bar of Power over 5 second(s). The Attacker cannot be afflicted with this Power Burn while the Power Burn is already active. This chance drops to 50% against opponent's with Class Advantage.

Power Flow At the start of the fight, the Attacker has their current Combat Power Rate reduced by 100% and gains +90% Block Proficiency. This bonus Block Proficiency is reduced by 15% for each full bar of Power the Attacker has. Whenever the Attacker blocks a Special Attack hit, they gain 50% of a Bar of Power.

EXECUTIVE DISORDER

We’ve brought back one more surprise for Act 1’s final Chapter - Boss Nodes! These complex challenges are intended to add an extra mechanic that rewards the player for optimal play against these high powered opponents, but also adds another threat to contend with. So test your skill against these unique Nodes found on the Final Bosses of Quests 1 to 5.

One Armed Bandit Every 8 second(s), the Defender cycles through a dormant Fury, Armor Up, and Power Gain Buff. Whenever the Defender is knocked down, they activate a Buff of the dormant type for 30 second(s). When the Defender has 3 of any of these Buffs, remove all One Armed Bandit Buffs on them. For each Buff removed this way, deal Direct Damage to the Defender equal to 200% of the Attacker's Attack Rating.

Apex Predators Every 30 second(s) after the start of the fight, all Buffs on both Champions are nullified. The Champion with the most Buffs nullified this way gains a Fury Passive and an Unblockable Passive, both lasting for 10 second(s) and increasing Attack by 500%. When the Fury expires, the timer restarts. In the event of a tie, both Champions gain the Fury and Unblockable Passives.

Crisis of Opportunity Every 20 second(s), the Attacker is afflicted with a Degeneration Passive, dealing 100% of the Defender's Attack Rating over 6 second(s). If the timer expires while the Attacker is performing a Special Attack, instead of being Degenerated, they gain a Fury Buff increasing their Attack Rating by 200% for 12 second(s). If the timer expires while the Defender is performing a Special Attack, the Attacker is still Degenerated and the Defender gains the Fury Buff instead.

Playing Favorites At the start of the fight, the Defender chooses 1 type of Basic Attack: Light, Medium or Heavy. Depending on the Basic Attack chosen, the Attacker gains +100% Attack and +100% Ability Accuracy for that Attack and -100% Attack and Ability Accuracy for the remaining two. Whenever either Champion activates a Special Attack, the Defender will choose a new Basic Attack.

Adrenochrome When the Defender activates a Special Attack, they gain a Fury Passive increasing Attack Rating by 1000% for 20 second(s). This Fury starts paused and unpauses after the Special Attack has finished. For every Debuff on the Defender when they activate a Special, the Fury's duration is reduced by 4 second(s) to a minimum of 1. When this Fury expires, the Defender takes a burst of Damage equal to 200% of the Defender's Attack.

Odometer The Attacker's Odometer starts at 0 and goes up to 200, increasing as they dash forwards and backwards and resetting each time the Defender is knocked down by a Special. While the Odometer is below or equal to 100, the Defender reduces all damage based on the Odometer’s value. While the Odometer is above 100, the Defender becomes Unblockable and the Attacker gains a Fury increasing Attack Rating based on the Odometer’s value.

MAKE WAY FOR THE CONQUEROR

Finally, the wait is over! Chapter 4 wraps up the rollercoaster ride of Book 2's first Act with the arrival of SUPERIOR KANG! This alternate timeline Kang has taken it upon themselves to correct the error of their inferior counterpart by conquering the Battlerealm and bringing their iron fisted order to the chaos of The Contest. This custom MCOC villain comes fully loaded with wild visual effects, time manipulating mechanics, and a level of challenge that only a true conqueror could present. Do you have what it takes to beat Superior Kang where all others have failed?

A KANG'S RANSOM

Book 2.1.4 features Path Rewards, Completion Rewards, and Exploration Rewards. In anticipation of the challenge presented by Superior Kang and his armada, we’ve updated the rewards for this Chapter. Check them out below!

Chapter 4 Completion Rewards
1x Tier 5 Class Catalyst Crystal (25%)
1x Tier 5 Class Catalyst Selector (25%)
1x 6-Star Rank up Gem 1 > 2 Crystal
20x 6-Star Signature Stone Crystals
20 000x 6-Star Champion Crystal Shards
1 500 000x Gold

Chapter 4 Exploration Rewards
6750x Tier 3 Alpha Catalyst Fragments
14250x Tier 6 Basic Catalyst Fragments
4x Tier 5 Class Catalyst Selector (25%)
2x 6-Star Nexus Crystal
30x 6-Star Signature Stones
2 000 000x Gold

Act 1 Completion Rewards
1x 6-Star Rank-Up Gem 1 -> 2
1x 6-Star Rank-Up Gem 2 -> 3
1x 6-Star Awakening Gem Crystal
1x 6-Star Nexus Crystal
50x 6-Star Signature Stones

Act 1 Exploration Rewards
1x 6-Star Rank-Up Gem 2 -> 3
1x 6-Star Rank-Up Gem 3 -> 4 Crystal
1x 6-Star Generic Awakening Gem
2x 6-Star Nexus Crystal
1x 6-Star Nexus Crystal Selector (Choice of 6-Star Class Crystal. Crystal gives 3 Options)
120x 6-Star Signature Stones

Quest Completion and Exploration Rewards
10x Tier 5 Class Iso (different for each Quest)
10x Tier 6 Class Iso (different for each Quest)

Path Rewards
These rewards can only be picked up on paths inside a given Quest once.

2x Gold Pickups (100 000 Gold each)
2x Unit Pickups (45 units each)
2x 6-Star Shard Pickups (1500 shards each)
2x Tier 2 Alpha Catalyst Fragment Pickups (36 000 Fragments each)
2x Tier 2 Alpha Catalyst Fragment Pickups (36 000 Fragments each)
2x Tier 5 Basic Catalyst Fragments Pickups (45 000 Fragments each)

FINAL WORDS

We’d like to take a moment to thank everyone who came out for our Chapter 4 Beta. Community feedback and support helps us stay the course on keeping Story Quests an exciting, engaging, and exemplary experience for all of our players. Book 2 Act 2 is already underway, and we’re looking forward to hearing from everyone on how you find the climactic finale to Book 2's first Act.

As always, thank you all for your patience, your passion, and your participation.
Good luck Summoners!
Post edited by Kabam Miike on
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Comments

  • EricZachary1977EricZachary1977 Posts: 38
    so no progression title?
  • benshbbenshb Posts: 788 ★★★★
    Sad to see that it's not a generic r3-4 gem but a RNG gem. And that 7.4 rewards are copy paste of 7.3, am I seeing it right?
  • Phillip14233Phillip14233 Posts: 575 ★★★
    Finally being able to get a R4 from some fun content. Can’t wait!
  • Cap45Cap45 Posts: 419 ★★
    It looks amazing, and the rewards are similar, it looks like the r3 to 4 gem is a crystal though, but I can’t complain at all. It seems exciting and I can’t wait
  • AverageDesiAverageDesi Posts: 5,260 ★★★★★
    The rewards seem the same except generic 3-4 to class 3-4
  • Unio77Unio77 Posts: 2,515 ★★★★★
    Damn those act 7 exploration rewards will surely bring change to my account
  • Cap45Cap45 Posts: 419 ★★
    I just really hope it’s a 10 choice nexus crystal
  • AverageDesiAverageDesi Posts: 5,260 ★★★★★
    Will the 6* nexus selector feature 3 champs or more?
  • MasterpuffMasterpuff Posts: 6,463 ★★★★★
    Looks really cool and im gonna be weird and say im actually more excited about the crystal because i will get to rank up a fun champ and i wont know who untiL i open it
  • H3t3rH3t3r Posts: 2,875 Guardian
    Honestly i love these rewards. Seem like a nice mix between some guaranteed value and a little bit of rng.
  • MauledMauled Posts: 3,957 Guardian

    What's the difference between sigup and the regular signature stones?

    Probably a typo
  • RomeroKRomeroK Posts: 47
    So we have literally copy pasted chapter 3 rewards to chapter 4, I mean I expected completion to be the same coz chapter 1 and 2 had same completion rewards but no additional t6b and t3a 4 exploration is such a bummer
  • TimeGenesisTimeGenesis Posts: 732 ★★★
    Cant wait to smash this
  • H3t3rH3t3r Posts: 2,875 Guardian
    If I'm not mistaken we get 12 t5b and 12 t2a right?
  • Colinwhitworth69Colinwhitworth69 Posts: 7,145 ★★★★★
    That's a lot of reading, but I cannot find the release date.
  • StuchStuch Posts: 44
    How many options will the nexus crystal from the 6* Nexus selector (act exploration) have?
  • DarkGuardianDarkGuardian Posts: 184 ★★

    That's a lot of reading, but I cannot find the release date.

    it will release next wednesday 23rd
  • DemonzfyreDemonzfyre Posts: 20,817 ★★★★★

    That's a lot of reading, but I cannot find the release date.

    23rd
  • Xva23Xva23 Posts: 500 ★★★

    That's a lot of reading, but I cannot find the release date.

    The 23rd, they announced that a few days ago, I believe
  • Colinwhitworth69Colinwhitworth69 Posts: 7,145 ★★★★★

    That's a lot of reading, but I cannot find the release date.

    it will release next wednesday 23rd
    Thanks I must have overlooked that.
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