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Even if Wheel of Fate is supposed to be difficult, it is still lazy design

I've seen the word "Aspirational" being used to describe WoF, with aspirational = have RNG luck or open a ton of crystals and have them all ranked up highly. So I'll admit that maybe WoF is not designed to be difficult in the traditional sense. But even so, it seems to be lackluster design.
Gating is a lazy way to create difficulty, although it can be done well (Such as with Summer of Pain type content). The gates shouldn't be the only thing that creates the difficulty, with the node composition working with the eligible pool of champions to recommend a certain way to succeed (skillful play).
In essence, good difficult should be give and take - you can't use that, but you can use this and play this way. WoF design seems to be just "you can't use that", with nodes usually playing no role in difficulty or giving an advantage.
Example 1: Human Torch has bleed immune node (and a conditional DoT node). Why? Quest 1 tags do not interact with it at all (Spiderverse heroes don't place bleeds). Quest 2 Gamma tag only limit Joe Fixit and Chee'ilth. Quest 3 2015 tag aren't especially bleed happy (Venom, Ultron, and again Joe Fixit). So essentially, the node design doesn't interact with the tag in Quest 1, barely interacts with the tag in Quest 2, and then slightly interacts with the tag in Quest 3. Even if they want to keep the same node for all 3 quests, couldn't they have chosen a node that benefits Quest 1, is neutral in Quest 2, and is a disadvantage for Quest 3 (like Protection or Regen if bleed is on)?
Example 2: Bullseye has is essentially just a vanilla Bullseye fight. Quest 3 tag is 2025, all of which seem to have Bullseye countering abilities. So the nodes don't contribute to the difficulty nor dictate a specific skillful playstyle beyond intercepting, and the tag's difficulty is just about your ability to have good luck from Titan crystals.
Example 3: Boss Deathless Thanos is vanilla DT with reversed controls to content with. No phases, no new mechanics. It's not Grandmaster, it's not Ares, or other special quest boss. Where is the fun in facing a slightly harder version of a champion you can fight during an Arena grind? Difficult content usually has a BOSS as the climactic fight, not just another defender.
If HoF wasn't monetized as it was, I would think that Dark Phoenix would have been the perfect trophy champion to use as the final boss here, as well as the reward - a unique champion to reward players who have everything. That would have solved the difficulty problem (DP definitely would be difficult without a Mystic), the reward problem, as well as feeling aspirational (stand the test of time).
Gating is a lazy way to create difficulty, although it can be done well (Such as with Summer of Pain type content). The gates shouldn't be the only thing that creates the difficulty, with the node composition working with the eligible pool of champions to recommend a certain way to succeed (skillful play).
In essence, good difficult should be give and take - you can't use that, but you can use this and play this way. WoF design seems to be just "you can't use that", with nodes usually playing no role in difficulty or giving an advantage.
Example 1: Human Torch has bleed immune node (and a conditional DoT node). Why? Quest 1 tags do not interact with it at all (Spiderverse heroes don't place bleeds). Quest 2 Gamma tag only limit Joe Fixit and Chee'ilth. Quest 3 2015 tag aren't especially bleed happy (Venom, Ultron, and again Joe Fixit). So essentially, the node design doesn't interact with the tag in Quest 1, barely interacts with the tag in Quest 2, and then slightly interacts with the tag in Quest 3. Even if they want to keep the same node for all 3 quests, couldn't they have chosen a node that benefits Quest 1, is neutral in Quest 2, and is a disadvantage for Quest 3 (like Protection or Regen if bleed is on)?
Example 2: Bullseye has is essentially just a vanilla Bullseye fight. Quest 3 tag is 2025, all of which seem to have Bullseye countering abilities. So the nodes don't contribute to the difficulty nor dictate a specific skillful playstyle beyond intercepting, and the tag's difficulty is just about your ability to have good luck from Titan crystals.
Example 3: Boss Deathless Thanos is vanilla DT with reversed controls to content with. No phases, no new mechanics. It's not Grandmaster, it's not Ares, or other special quest boss. Where is the fun in facing a slightly harder version of a champion you can fight during an Arena grind? Difficult content usually has a BOSS as the climactic fight, not just another defender.
If HoF wasn't monetized as it was, I would think that Dark Phoenix would have been the perfect trophy champion to use as the final boss here, as well as the reward - a unique champion to reward players who have everything. That would have solved the difficulty problem (DP definitely would be difficult without a Mystic), the reward problem, as well as feeling aspirational (stand the test of time).
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It is literally every single nightmare defender designed for bg/aw chucked onto a map with massive healthpools and stopping you using the direct counters.
Its turd.
Good luck to the top few % that its aimed at as they will love it im sure. I like a challenge and while im sure its "hard" i think "tedious" would describe it better.
Then again i dont know why we are all moaning about it. Just dont do it.