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

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.
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.
2
Comments
Regenerate x% health whenever a buff/debuff is inflicted with a cool down of x seconds.(Both)
See what I mean?
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.
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.
I, for one, would hate to fight an arc overload, debuff immune, 200% recovery, buffet, masochism, 90% armored up classic Spider-Man.
Terrible combination
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
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
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
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
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
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.