A different perspective on the new EQ
Alright, this is going to be unpopular, but there are portions that I believe need changed.
Going to be transparent, I have a 10m roster with 50 R3 plus 7*. That’s a much different spot than a lot of the game and I recognize that influences my thoughts.
Old Format:
- it was terrible. Updates came far too slowly for new difficulties, and by the time they finally landed the rewards were already dated, and posed little to no challenge.
- Paragon Gauntlet wore out quickly. A month long content with 6 fights at 300k health took 3 minutes total. It was a waste, and as above rewards were outpaced quickly.
- Valiant Gauntlet was a revelation, but even then it just wasn’t challenging. I don’t think EQ should be the hardest content in the game, but it shouldn’t be 30 second fights and out of here.
New Format:
- Classic difficulty is fine for me. It’s just normal EQ, but with significantly increased health and attack. I sit at level 6/15 with 28k prestige, and the health pools in classic sat at 700-900k. That’s perfect in my opinion, makes the fights long enough to feel worthwhile, but not too long where it’s a slog.
- having to do a run of Classic before Elder is fine to me, but the rewards are so back loaded it does feel a bit like you did it for no reason.
- Elder difficulty is just Valiant Gauntlet, but with even more health and attack, and this is where it gets iffy for me. I still had fun, but there’s some drawbacks.
- Attack Value is WAY overtuned. 25-33k attack throughout, you literally lose 4% health minimum on a parry. More if you take a hit into the block. With health not resetting, that’s an issue
- Health creeps up a bit into the slog territory for monthly content. 900k is about what I’d expect, but 1.4m is legit Everest content health pools.
- Other than the above, it was fun. 6* are rough to use even maxed, and 7* R2 was pretty much the minimum. Mystic and Tech in particular really stretched my roster thin, which I’m now using to target weaknesses.
- There is so much potential in scaling rewards. It’ll always keep the content current, and I love that portion.
Issues I Identify:
- I’m aware my roster is more developed than most. Classic I wouldn’t touch much, but if my roster is stretched in Elder, others are going to really suffer.
- Attack needs adjusted big time. 25k should be more like 12-15k max.
- if attack not addressed swapping should heal back at least a portion of health. Even something like “70% of damage taken is healed” would increase enjoyment.
Overall/TLDR:
- So much potential is here with adaptive EQ, and should stay around.
- Recognize roster limitations and adjust some of the numbers, especially for progressing levels.
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