Do you think this suggestion could make MODOK's LAB more "worth it"? Comments, insights are welcome

raffsterraffster Member Posts: 1,071 ★★★
I'm right smack in between those who are saying that MODOK's Lab is worth it and not worth it. I can do 50% of the Expert fights with relative ease (if there are no god tier defenders lined up and the random buffs aren't too difficult to beat).

What makes MODOK Lab tedious is when you get near impossible buff combination, reroll, and get another near impossible buff combination. Then before you know it, you're out of the dice randomizer (even if you've purchased from store and have done the easy, normal and hard modes).

How this can work better is to just assign AW node stats on the champs in the LAB. All AW node stats are doable with skill and/or the right champ. Implementing MODOK's LAB this way accomplishes a bunch of things:

1. Less hassle in re-rolling the dice randomizer hoping to get a more doable set of buffs,
2. Less time consumed by player hoping to get a doable set of buffs,
3. Good practice for AW nodes,
4. More time for gameplay instead of wasted time on generating buffs
5. Less complaints from the community

Almost everyone does AW so AW buffs on MODOK's lab shouldn't be treated as unfair or impossible, right? I believe this should be the direction that future MODOK's LAB take.

AND, I almost forgot, there should be a maximum of 2 god-tier defenders in there.

The randomizer just makes things very unnecessarily tedious.

Comments

  • DaywalkerUKDaywalkerUK Member Posts: 123 ★★
    What do you class as a near impossible buff combination? Surely that very much depends on who you bring in?
  • charaderdude2charaderdude2 Member Posts: 1,530 ★★★
    Inflicts x,Draining x% over x seconds 2 times
    Regenerate x% health whenever a buff/debuff is inflicted with a cool down of x seconds.(Both)
    See what I mean?
  • Blax4everBlax4ever Member Posts: 683 ★★★
    It depends on your roster whether or not the challenge is easy or not. If you have one or two 4/55 champs you will breeze thru the fights without having to read the buffs an easy 15k shards and 1/2 of T2A

    If you have god Tier 5/50 you’ll have to read the buffs but if you play well it’s not to bad, long fights but if you have the time you can do it.

    If you have 4/40s the Hard level is about as far as you can go, it’s only 3k 5* shards for 12 fights a day for 30 days this is why some are complaining about it not being worth it.

    Then the discussion changes to why people aren’t able to get rank up materials so they can do some of the harder content like the Lab and if it’s fair to players trying to progress etc.
  • BuckeyeKPBuckeyeKP Member Posts: 693 ★★
    I think they're great. Run the lower levels first every time to stock up on dice. Not being a smartass but sound as if expert is at the boundary of your roster/skill level.

    It's random... that's the whole point. The t2a and 5* shards are a thing of beauty, with no energy (just time) spent to get them. Plus 5* sig stones..? C'mon, some content is meant to be tough.
  • xNigxNig Member Posts: 7,336 ★★★★★
    I think what kabam is trying to do is to see what are the stat combinations that people tend to roll off. It kinda gives them an idea of how to plan their next challenge and quests.

    I, for one, would hate to fight an arc overload, debuff immune, 200% recovery, buffet, masochism, 90% armored up classic Spider-Man.
  • charaderdude2charaderdude2 Member Posts: 1,530 ★★★
    xNig wrote: »
    I think what kabam is trying to do is to see what are the stat combinations that people tend to roll off. It kinda gives them an idea of how to plan their next challenge and quests.

    I, for one, would hate to fight an arc overload, debuff immune, 200% recovery, buffet, masochism, 90% armored up classic Spider-Man.

    Terrible combination
  • DaywalkerUKDaywalkerUK Member Posts: 123 ★★
    It is but that's why the dice exist. If you get a combination like that and dont have or haven't brought in Guilly for example then you re-roll. The chances of getting that combination again once are pretty slim, twice unlikely. If you're re-rolling purely because of a regen buff or a poison buff or a bleed buff then you brought the wrong team in. Anything that increases the opponents health/attack/armour/resistance can be played around.
  • VoluntarisVoluntaris Member Posts: 1,198 ★★★
    no changes needed, it's fun when hard but mostly easy peasy.

    every now and then you do see an evil node combination but it's more funny than annoying. for example, 2 days ago I got one with life steal AND reverse healing. ... lol
  • weavileweavile Member Posts: 288
    xNig wrote: »
    I think what kabam is trying to do is to see what are the stat combinations that people tend to roll off. It kinda gives them an idea of how to plan their next challenge and quests.

    I, for one, would hate to fight an arc overload, debuff immune, 200% recovery, buffet, masochism, 90% armored up classic Spider-Man.

    it make sense, I think they has the data to show that which node often get re-roll the most and if not would it get kill. For example the 5.3 node that cut all champ attack but one class in half. Most people can beat it but high tier player, those don't need to use re roll on any other occasion, would use it to make fight shorter and call it a day. That's why those node appear less frequently this time around, last time every 2 fights have one of those node. On the other hand something like regen, armor or power gain can make the situation impossible to fight against so recent quest and this MODOK lab are full of them
  • Deadbyrd9Deadbyrd9 Member Posts: 3,469 ★★★★
    I just fight through the tough nodes because it’s fun. If I lose a champ, oh well. I can usually finish the whole expert with just my magik anyway
  • Dr_BrownDr_Brown Member Posts: 225
    raffster wrote: »
    I'm right smack in between those who are saying that MODOK's Lab is worth it and not worth it. I can do 50% of the Expert fights with relative ease (if there are no god tier defenders lined up and the random buffs aren't too difficult to beat).

    What makes MODOK Lab tedious is when you get near impossible buff combination, reroll, and get another near impossible buff combination. Then before you know it, you're out of the dice randomizer (even if you've purchased from store and have done the easy, normal and hard modes).

    How this can work better is to just assign AW node stats on the champs in the LAB. All AW node stats are doable with skill and/or the right champ. Implementing MODOK's LAB this way accomplishes a bunch of things:

    1. Less hassle in re-rolling the dice randomizer hoping to get a more doable set of buffs,
    2. Less time consumed by player hoping to get a doable set of buffs,
    3. Good practice for AW nodes,
    4. More time for gameplay instead of wasted time on generating buffs
    5. Less complaints from the community

    Almost everyone does AW so AW buffs on MODOK's lab shouldn't be treated as unfair or impossible, right? I believe this should be the direction that future MODOK's LAB take.

    AND, I almost forgot, there should be a maximum of 2 god-tier defenders in there.

    The randomizer just makes things very unnecessarily tedious.

    i'd agree with this lord knows i need AW Node practice and this would be helpful throw a Hyperion or something on an AW style node and i can practice it and maybe buff the Modok's Lab rewards then we can be set
  • shchong2shchong2 Member Posts: 2,419 ★★★★
    they did already add the "auto-fight" feature
    they did also make it twice-daily

    don't get me wrong, i dun enjoy it as much this time, and i dun have that much time to fight every time
    sometimes i also hate the dice rolling, when after 2-3 throws, i still get some **** combination of buff/debuff (i feel that last round it is easier to get easier buff combo in less dice throw)
    so i'm still fine with it and i can choose to skip it
    i know some folks are still enjoying it very much, but not me
  • DarkestDestroyerDarkestDestroyer Member Posts: 2,889 ★★★★★
    It would be good if you could select a couple nodes to keep and reroll 2 of them, so instead of all 6 getting randomised again, you could keep 4 which aren’t to bad and just reroll the thorns and arc overload or something.
  • shchong2shchong2 Member Posts: 2,419 ★★★★
    edited March 2018
    It would be good if you could select a couple nodes to keep and reroll 2 of them, so instead of all 6 getting randomised again, you could keep 4 which aren’t to bad and just reroll the thorns and arc overload or something.

    like that
    i would certainly like to keep the "Failed Experiment" buff.... best buff ever ...
    just kidding, there are few good buffs, i think i would like to keep the life transfers, and a few more too
  • Dr_BrownDr_Brown Member Posts: 225
    Life transfer never comes up for me
  • chev327foxchev327fox Member Posts: 826 ★★
    edited March 2018
    The solution is simple and I have mentioned many times already... simply add another difficulty in between "HARD" and "EXPERT".

    Super simple. It would help us 4/40 level players (right now I can walk through Hard but can only do about half of Expert if there are no god tier defenders). So right now it is either no challenge.... or far too challenging. BUT something else I should say yet again... this is intentional by Kabam so probably wont change.
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