Cav EQ nodes and bosses.
NastyPhish
Member Posts: 583 ★★★
Why aren’t the chapters designed better? Like if it’s the mystic chapter, a mystic should be the best option for the boss. Etc. it’s really not hard. But y’all act like it’s rocket science.
Get it together.
Get it together.
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Comments
I remember one month that prominently featured mini bosses of sorts (I wanna say one was terrax and one was HB?) and it was challenging to build a squad but that was quite a while ago.
I don’t think it is necessary, in fact, most of the time the boss in Cav EQ are not favourable for the specific class advantage Act. That’s why sometimes you can’t bring in full team from the same class, not to mention those Cav EQ adding TAGatical advantages.
I like this month’s Cav EQ given new exploration milestone reward; sizeable star ore shards; and take out those TAGactical advantages restrictions.
And what's up with that Hela AI? That fight is super bizare.
Carry an attack team then 1-2 champs for the boss.
But just because something isn’t a problem, doesn’t mean it can’t be better.
Again. It’s not hard. It’s poorly designed.
In fact if things were more correlated. Difficulty could actually go up. And nodes reading, (everyone’s favorite) would go down.
I ran 2 lines in the cosmic quest with just captain marvel in binary and had 4.5 champs left for the boss
Design is measured against intent. When someone says something is poorly designed because it doesn't do X, they have an obligation to explain why X is even desirable or necessary. And there is no game design rule that says bosses must require the same optimal options as minions. That doesn't make the map better designed, it just makes the map easier. But why does it have to be easier?
Once upon a time EQ maps didn't have strong map or path identities. Were they all "poorly designed" as a result?
The question is, are the map/path identities there to make it easier to reach the boss, or are they there to make it easier to defeat the boss. If the intent is to reward players who assemble optimal teams from their roster by accelerating them *to* the boss, but not to make the boss fight itself easier, then the maps are properly designed. If the intent is to reward players to assemble optimal teams from their roster by making the entire map easier, then it is poorly designed.
I think it is far more likely that the design intent is the former and not the latter. This would then make Cav EQ more consistent with, well, everywhere else that has such map/path identities. Particularly in Act 7, where boss islands are completely independent from map identities for similar reasons.
It also seems more consistent with general design principles for cyclical content in progressional games. Repetitive content is about trading time for progression, and it is common to reward players who make progress in the game (in this case roster growth progress) by accelerating their speed through such content. But if this also applies to the boss itself, it makes the content less interesting in general, and the game loses the psychological benefit of accelerating the path to the boss.
This is a YOU problem for sure. There's a lot to not like about Cav EQ but boss selection isnt one of them.
No one is making anyone do anything dude. There’s a whole month to do the event.