Raids - Why Why Why
DoomGB
Member Posts: 46 ★
So the first week of Raids is almost up and this is just a post about my experience:
Boss Fights:
> Maestro - Funny enough this guy was the most ‘reasonable’ as you have to punish his specials/heavies to gain your damage charges. Problem is that after a while you can only bait specials as baking heavies requires you to take a blocked hit or hold your block near Maestro and hope he drops a heavy and HOPE that you can dash away in time. Dexing the SP1 takes some practice but if all the starts align, it’s okay. Despite this the vernal Fury/Pierce nodes still make this fight a not-so-great experience.
> Thanos - I’m not sure who can up with the nods for this guy but I’m assuming they’s never played MCOC before? So all bosses gain Fury and Pierce effects…. And Thanos has a mission where you have to block a hit to upkeep your damage…. right. Once I saw that mission I just ignored it and did as much damage as possible. Even the Intercepting Mission, which heavily relies on AI, makes the fight very uncertain. Either Thanos will just hold block for about a minute (this happened a lot and wasted most of my revives) or he will intercept you because you have no clue what Thanos is doing. Just a BS fight-design overall.
> Dang - Seems straight forward until you realise that the defender’s reaction time after ending your combo is quick that unless you can parry/block, Kang will immediately start attacking as soon as your combo ends. Generally I try to have a special/striker ready to chain that after ending my combos, however I don’t I just do 4-hit combos and bak away, because someone decided that Fury and Pierce effects should be a thing. This mean that I cannot block/parry after ending a 5 hit combo. This slows the fight down a lot and all you do is hit Kang’s block if he’s being defensive and hope to bait a special. On paper the fight sounds simple but when you play it it’s not very practical due to Kang’s insane recovery time after you drop a 5-hit combo.
> Who I used: I used a 6-Star Rank 4 Nick Fury. Despite the 70% health loss, I figured that if you do survive the full 3 minutes or do the 10% you’ll lose all your health anyway so I might as well bring in champion that has strong damage during the second life. And since the Fury and Pierce effects are basically a die now mechanic, having full health doesn’t really mean anything. And sure Ultron is bleed immune but I didn’t have that many great options to choose from anyway. Additionally after two Sp1’s, Nick is unblockable so that made it easier to get damage in.
> Fury & Pierce - I don’t know why this was added considering that being able to block helps a ton when doing these fights and taking block away makes the fights very very stressful and just BS as you have to rely on intercepting. And yeah, intercepting with he game as it is now is not a very comfortable/easy thing to do unless there are aggressive node in place.
> The amount of nodes - A whole bunch of reading. Very exciting. We all love reading lost of text and when we enter the fight they don’t matter that much.
> Inputs - I’ve lost quite a few fights where I needed to activate a Special or striker and nothing happened, resulting in me being punched all the way into another dimension.This issue exists across all the game modes but yeah, if you’re getting 2 revives a day, and 30 seconds or so into the fight your special attack input fails - you die.
> Revives & Damage Cap/Die Now - I burned through my entire AQ potions stash and I’m using the 2 daily revives and I don’t who thought that players would just go in having perfect 3 minutes doing 10% damage each time but that’s not how it happens for a lot of players. Each fight can end up being different (AI, dropped inputs etc..) so you could have a decent 3 minute fight and another time you could have an awful 20 second fight. The revives ‘air-drops’, over time don’t become appealing or feel great as they’re not enough to do the fights. You have to resort to spending units or using revives from the Glory store or some AQ events. And even you play perfectly, you can only do 10%. Doing 10% doesn’t fee like some major achievement. It just feels like something to drag the fight out. The revives really feel like a poor solution to a problem the damage cap created.
> Chipping away at bosses - Raids to me really feels like doing a tough quest, reaching the boss, dying, running out of resources, then for one week you grind units, pop crystals for potions and gradually you chip away at the boss until you beat it. All we’re doing is chipping away at some bosses for a week due to damage caps,10% health limits and revive drops. Eventually it gets boring.
> Raid Fervor - I did not feel like crashing my brain trying to understand this and how I’m mean to work with my team mates so I just left it up to the officers to lead the way. Not interested in over complicated interactions.
> RNG Rewards - So if I put up 23 million points I can get some T6CC and someone else puts up 300 000 points and they can get a 7 star Ultron? Sure. How about all Story content only have a mystery chest as the reward. That way every player who dos Act 8 can get different rewards. Put mystery chests in stores too.
> Overall thoughts - Raids was interesting for the first few hours I guess but after I recognised (at least to me) the poor game design it became frustrating to play. Some of my teammates I think either forgot about Raids or decide to stop playing it. Unfortunately this is why players think Kabam employees don’t play MCOC - because if anyone did play this or test it, this version of Raids wouldn’t be in the game. It’s frustrating, repetitive, punishing for no sound reason and yeah, best I can say to close off my rant is to put this version of Raids in the bin and try something else.
Boss Fights:
> Maestro - Funny enough this guy was the most ‘reasonable’ as you have to punish his specials/heavies to gain your damage charges. Problem is that after a while you can only bait specials as baking heavies requires you to take a blocked hit or hold your block near Maestro and hope he drops a heavy and HOPE that you can dash away in time. Dexing the SP1 takes some practice but if all the starts align, it’s okay. Despite this the vernal Fury/Pierce nodes still make this fight a not-so-great experience.
> Thanos - I’m not sure who can up with the nods for this guy but I’m assuming they’s never played MCOC before? So all bosses gain Fury and Pierce effects…. And Thanos has a mission where you have to block a hit to upkeep your damage…. right. Once I saw that mission I just ignored it and did as much damage as possible. Even the Intercepting Mission, which heavily relies on AI, makes the fight very uncertain. Either Thanos will just hold block for about a minute (this happened a lot and wasted most of my revives) or he will intercept you because you have no clue what Thanos is doing. Just a BS fight-design overall.
> Dang - Seems straight forward until you realise that the defender’s reaction time after ending your combo is quick that unless you can parry/block, Kang will immediately start attacking as soon as your combo ends. Generally I try to have a special/striker ready to chain that after ending my combos, however I don’t I just do 4-hit combos and bak away, because someone decided that Fury and Pierce effects should be a thing. This mean that I cannot block/parry after ending a 5 hit combo. This slows the fight down a lot and all you do is hit Kang’s block if he’s being defensive and hope to bait a special. On paper the fight sounds simple but when you play it it’s not very practical due to Kang’s insane recovery time after you drop a 5-hit combo.
> Who I used: I used a 6-Star Rank 4 Nick Fury. Despite the 70% health loss, I figured that if you do survive the full 3 minutes or do the 10% you’ll lose all your health anyway so I might as well bring in champion that has strong damage during the second life. And since the Fury and Pierce effects are basically a die now mechanic, having full health doesn’t really mean anything. And sure Ultron is bleed immune but I didn’t have that many great options to choose from anyway. Additionally after two Sp1’s, Nick is unblockable so that made it easier to get damage in.
> Fury & Pierce - I don’t know why this was added considering that being able to block helps a ton when doing these fights and taking block away makes the fights very very stressful and just BS as you have to rely on intercepting. And yeah, intercepting with he game as it is now is not a very comfortable/easy thing to do unless there are aggressive node in place.
> The amount of nodes - A whole bunch of reading. Very exciting. We all love reading lost of text and when we enter the fight they don’t matter that much.
> Inputs - I’ve lost quite a few fights where I needed to activate a Special or striker and nothing happened, resulting in me being punched all the way into another dimension.This issue exists across all the game modes but yeah, if you’re getting 2 revives a day, and 30 seconds or so into the fight your special attack input fails - you die.
> Revives & Damage Cap/Die Now - I burned through my entire AQ potions stash and I’m using the 2 daily revives and I don’t who thought that players would just go in having perfect 3 minutes doing 10% damage each time but that’s not how it happens for a lot of players. Each fight can end up being different (AI, dropped inputs etc..) so you could have a decent 3 minute fight and another time you could have an awful 20 second fight. The revives ‘air-drops’, over time don’t become appealing or feel great as they’re not enough to do the fights. You have to resort to spending units or using revives from the Glory store or some AQ events. And even you play perfectly, you can only do 10%. Doing 10% doesn’t fee like some major achievement. It just feels like something to drag the fight out. The revives really feel like a poor solution to a problem the damage cap created.
> Chipping away at bosses - Raids to me really feels like doing a tough quest, reaching the boss, dying, running out of resources, then for one week you grind units, pop crystals for potions and gradually you chip away at the boss until you beat it. All we’re doing is chipping away at some bosses for a week due to damage caps,10% health limits and revive drops. Eventually it gets boring.
> Raid Fervor - I did not feel like crashing my brain trying to understand this and how I’m mean to work with my team mates so I just left it up to the officers to lead the way. Not interested in over complicated interactions.
> RNG Rewards - So if I put up 23 million points I can get some T6CC and someone else puts up 300 000 points and they can get a 7 star Ultron? Sure. How about all Story content only have a mystery chest as the reward. That way every player who dos Act 8 can get different rewards. Put mystery chests in stores too.
> Overall thoughts - Raids was interesting for the first few hours I guess but after I recognised (at least to me) the poor game design it became frustrating to play. Some of my teammates I think either forgot about Raids or decide to stop playing it. Unfortunately this is why players think Kabam employees don’t play MCOC - because if anyone did play this or test it, this version of Raids wouldn’t be in the game. It’s frustrating, repetitive, punishing for no sound reason and yeah, best I can say to close off my rant is to put this version of Raids in the bin and try something else.
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