There seems to be a lot of thinking going on in here, so if may ask. What are possible counters for that lagging piece of rock, that's a herald of Galactus (therax)
There's a reason it's the Cavalier difficulty...it's supposed to get harder every week.
Didn't say anything about it getting harder, talking about it was being Different and Actually Fun instead of the usual mindless grind with the same 3 Champions.
There seems to be a lot of thinking going on in here, so if may ask. What are possible counters for that lagging piece of rock, that's a herald of Galactus (therax)
The difficulty and node combinations are fine. This is when if your roster is not more developed you may need to go in with some lower level characters to overcome. That’s why it’s higher level difficulty and not for everyone.
Plenty of solutions still to these node combinations.
Did I say Anything about not having Solutions for the Paths? No.
There seems to be a lot of thinking going on in here, so if may ask. What are possible counters for that lagging piece of rock, that's a herald of Galactus (therax)
I used a 4/55 voodoo for all or nothing and had no problems and used a 4/55 oh hulk for caustic temper. Had no trouble with the lines. I enjoyed it for simple fact I forgot how much fun voodoo is to use.
There seems to be a lot of thinking going on in here, so if may ask. What are possible counters for that lagging piece of rock, that's a herald of Galactus (therax)
For this combination in particular.
Quake, unstoppable doesn’t matter and concussion will stop arc overload. The rock shield will expire by the time to get to the wall too.
I’m going to be honest, cav eq needs to be harder than this to have any longevity, if the difficulty of cav eq is like this now it’s not going to satisfy players who have been cav for a few months, and it also needs better rewards so it lasts longer relatively. As for the nodes they’re fine, all or nothing can be done with literally any power controller, bleed and toxicant is even easier than a generic fight because the nodes let you apply poison, yes caustic temper is annoying but the fights aren’t that strong, and the unstoppable path is super basic, if you’re not able to do this then you simply aren’t ready, there isn’t any cheap bs in this, it’s simply very long and boring
I don't think it needs to Always get Harder, if that's the case then eventually we'll hit a point with Regular Champions in Quests being Realm of Legends+ Level in Health Pools and Act 6+ in Attack Pools.
What they should focus on is things like added Challenge and Tasks in Fights to make then Doable with Any Feasible Champion, and reward Good Playstyles but not absolutely slamming anyone for only being Average at the game.
Completely disagree OP. I thought the node combinations allowed for many different counters. There's quite a few champs that can deal with improved power gain and all or nothing. Plus it isn't restricted to just 5 and 6*'s so even more options available. My CMM blew through all the Caustic Temper paths, but there are several more options. reverting back to act 6 would be putting EMP Mod along with Caustic Temper. Toxi-Can Toxi-Can't and Poison Vulnerability is SUPER easy. Just take any bleed immune and don't get hit.
You couldn't be any more wrong on this one man. The nodes are definitely doable.
Completely disagree OP. I thought the node combinations allowed for many different counters. There's quite a few champs that can deal with improved power gain and all or nothing. Plus it isn't restricted to just 5 and 6*'s so even more options available. My CMM blew through all the Caustic Temper paths, but there are several more options. reverting back to act 6 would be putting EMP Mod along with Caustic Temper. Toxi-Can Toxi-Can't and Poison Vulnerability is SUPER easy. Just take any bleed immune and don't get hit.
You couldn't be any more wrong on this one man. The nodes are definitely doable.
Why do people keep thinking I said the Path aren't Doable?! I'm talking about the Combos being different and fun, compared to All Or Nothing+Power Gain which we see everywhere.
I’ll agree that power gain and all or nothing is used quite often but I’d also argue that toxi-can tock-can’t + poison vulnerability + bleed is more creative combo. As well as buff toggle and arc overload.
I’ll agree that power gain and all or nothing is used quite often but I’d also argue that toxi-can tock-can’t + poison vulnerability + bleed is more creative combo. As well as buff toggle and arc overload.
I said the Toxic Path was fine, had fun with Omega Red who I never get to use besides for Synergies because he isn't Duped. He was fun on Caltrops last week too, I could see Bufg Toggle+Arc Overload being fun with Symbiote Supreme but besides him and the Slow Champions the Unstoppable will just drag out the fight. If it was something like you can steal their Unstoppable by doing something Specific or maybe any Champion could apply a Slow Debuff by Intercepting maybe then it'd be something Any Champion could deal with.
There seems to be a lot of thinking going on in here, so if may ask. What are possible counters for that lagging piece of rock, that's a herald of Galactus (therax)
For this combination in particular.
I used voodoo
I only have vodoo as a 3 star maxed sadly. He's one of those champs I can't seem to pull easily, even as a 4 star.
Literally none of the paths posed a challenge again.
All or Nothing. I used Corvus. The health pools were low enough that they KOd before getting to an SP3 and even if they did get to SP3, Corvus SP2 power drains them. The only fight I took any damage from was Havok from one plasma detonation which still only took my Corvus to around 60%.
Caustic Temper/Chaos path. Used Warlock with Ultron synergy. Again nothing difficult to deal with and with Chaos you could even regen for a while if you get the regen node for a while.
Unstoppable / Arc Path. Used BWCV. Not much else to say there really. Nullified the Unstoppable. Nullified the regen. It was easy again.
The Poison Bleed path. OR all the way. Nothing else to say.
Legitimately this difficulty feels no harder than UCEQ currently.
I’m going to be honest, cav eq needs to be harder than this to have any longevity, if the difficulty of cav eq is like this now it’s not going to satisfy players who have been cav for a few months, and it also needs better rewards so it lasts longer relatively. As for the nodes they’re fine, all or nothing can be done with literally any power controller, bleed and toxicant is even easier than a generic fight because the nodes let you apply poison, yes caustic temper is annoying but the fights aren’t that strong, and the unstoppable path is super basic, if you’re not able to do this then you simply aren’t ready, there isn’t any cheap bs in this, it’s simply very long and boring
Depends on what you mean by "longevity." If you mean the amount of time before the strongest players get bored of it, yes it would need to be harder than this but also no, that's not the goal. Moreover, increasing the difficulty *and* the rewards commensurate doesn't increase the longevity of the difficulty tier because it accelerates the rate at which players can outlevel it.
In-game rewards contain the seed of their own irrelevancy. That's why people who look at rewards as if they are unlimited aren't looking at them from the right perspective. Because we can't put solid unambiguous numbers behind them it might seem there's no limits, but all rewards have a limit to how much you can give out before they begin to devalue themselves. At that point you get diminishing returns where you have to give out increasingly more but they generate increasingly less interest, and you end up having to add progression ladders.
But *that* is also limited, because you can't have the top tier ladders increasing arbitrarily high and arbitrarily fast. If your rewards outpace your progression ladder, everyone hits a wall and there's nothing you can do to fix the problem that isn't game breaking.
Cavalier/Legendary difficult has to be balanced between the bottom of the target player group and the top, and its rewards have to be balanced between making them interesting enough without burning up the progression space too fast. And where ever the balance points are, the one thing you can be sure of is they won't align with the desires of the player at the highest extremes.
Caustic temper paths I actually enjoy. 5/65 cmm with 5/65 nick fury for synergy and 4/55 hype. This is a perfect synergy team as nf & cap sparkles increase the duration of fury buffs for all on the team so hype benefits a fair amount.
Completely disagree OP. I thought the node combinations allowed for many different counters. There's quite a few champs that can deal with improved power gain and all or nothing. Plus it isn't restricted to just 5 and 6*'s so even more options available. My CMM blew through all the Caustic Temper paths, but there are several more options. reverting back to act 6 would be putting EMP Mod along with Caustic Temper. Toxi-Can Toxi-Can't and Poison Vulnerability is SUPER easy. Just take any bleed immune and don't get hit.
You couldn't be any more wrong on this one man. The nodes are definitely doable.
Why do people keep thinking I said the Path aren't Doable?! I'm talking about the Combos being different and fun, compared to All Or Nothing+Power Gain which we see everywhere.
I'm looking forward to more creative nodes. These side quests are where they can get trippy with it. I'm wanting stuff like attacker heavies do no damage, mediums heal, and lights do double damage and proc a degen passive. Speedbagging Sasquatch with Luke Cage lights got me thinking that they could be doing more.
I didn't feel the difficulty and the nodes were bad. But all the freaking paths. It gets tedious and BORING. Please just stop it. Its seems like Kabam has a goal to make side quests feel like ground hogs day. Either in the excessive amount of paths to run or constant recycling of the same quests. On both fronts, please stop it. Put that on your roadmap.
It's about as much as a normal. EQ in chapter 3. What do you expect really? At least it's 0 energy right now.
Completely disagree OP. I thought the node combinations allowed for many different counters. There's quite a few champs that can deal with improved power gain and all or nothing. Plus it isn't restricted to just 5 and 6*'s so even more options available. My CMM blew through all the Caustic Temper paths, but there are several more options. reverting back to act 6 would be putting EMP Mod along with Caustic Temper. Toxi-Can Toxi-Can't and Poison Vulnerability is SUPER easy. Just take any bleed immune and don't get hit.
You couldn't be any more wrong on this one man. The nodes are definitely doable.
Why do people keep thinking I said the Path aren't Doable?! I'm talking about the Combos being different and fun, compared to All Or Nothing+Power Gain which we see everywhere.
I'm looking forward to more creative nodes. These side quests are where they can get trippy with it. I'm wanting stuff like attacker heavies do no damage, mediums heal, and lights do double damage and proc a degen passive. Speedbagging Sasquatch with Luke Cage lights got me thinking that they could be doing more.
Yes! I personally want to see more Out Of The Norm too, imagine a Fight where where you are Blind but have Extra Sensory Hearing like Daredevil and have to fight the enemy using their audio cues! Maybe Charging a Heavy will let you see the the sound waves bouncing across the Arena so you know where you are and such.
Completely disagree OP. I thought the node combinations allowed for many different counters. There's quite a few champs that can deal with improved power gain and all or nothing. Plus it isn't restricted to just 5 and 6*'s so even more options available. My CMM blew through all the Caustic Temper paths, but there are several more options. reverting back to act 6 would be putting EMP Mod along with Caustic Temper. Toxi-Can Toxi-Can't and Poison Vulnerability is SUPER easy. Just take any bleed immune and don't get hit.
You couldn't be any more wrong on this one man. The nodes are definitely doable.
Why do people keep thinking I said the Path aren't Doable?! I'm talking about the Combos being different and fun, compared to All Or Nothing+Power Gain which we see everywhere.
I'm looking forward to more creative nodes. These side quests are where they can get trippy with it. I'm wanting stuff like attacker heavies do no damage, mediums heal, and lights do double damage and proc a degen passive. Speedbagging Sasquatch with Luke Cage lights got me thinking that they could be doing more.
Yes! I personally want to see more Out Of The Norm too, imagine a Fight where where you are Blind but have Extra Sensory Hearing like Daredevil and have to fight the enemy using their audio cues! Maybe Charging a Heavy will let you see the the sound waves bouncing across the Arena so you know where you are and such.
Or what about when Kabam releases the New Audio Tracks for Fights and Bosses, you deal Extra Damage and are Unstoppable when Attacking to the Beat of the Track or get Double Power Gain at certain points?
Comments
For this combination in particular.
What they should focus on is things like added Challenge and Tasks in Fights to make then Doable with Any Feasible Champion, and reward Good Playstyles but not absolutely slamming anyone for only being Average at the game.
You couldn't be any more wrong on this one man. The nodes are definitely doable.
I used ghost hood for the whole all or morning path and boss. Even took the boss with hood.
This was harder but I enjoyed it. Kinda long though, 12 paths is a lot. Keep it at 8
All or Nothing. I used Corvus. The health pools were low enough that they KOd before getting to an SP3 and even if they did get to SP3, Corvus SP2 power drains them. The only fight I took any damage from was Havok from one plasma detonation which still only took my Corvus to around 60%.
Caustic Temper/Chaos path. Used Warlock with Ultron synergy. Again nothing difficult to deal with and with Chaos you could even regen for a while if you get the regen node for a while.
Unstoppable / Arc Path. Used BWCV. Not much else to say there really. Nullified the Unstoppable. Nullified the regen. It was easy again.
The Poison Bleed path. OR all the way. Nothing else to say.
Legitimately this difficulty feels no harder than UCEQ currently.
In-game rewards contain the seed of their own irrelevancy. That's why people who look at rewards as if they are unlimited aren't looking at them from the right perspective. Because we can't put solid unambiguous numbers behind them it might seem there's no limits, but all rewards have a limit to how much you can give out before they begin to devalue themselves. At that point you get diminishing returns where you have to give out increasingly more but they generate increasingly less interest, and you end up having to add progression ladders.
But *that* is also limited, because you can't have the top tier ladders increasing arbitrarily high and arbitrarily fast. If your rewards outpace your progression ladder, everyone hits a wall and there's nothing you can do to fix the problem that isn't game breaking.
Cavalier/Legendary difficult has to be balanced between the bottom of the target player group and the top, and its rewards have to be balanced between making them interesting enough without burning up the progression space too fast. And where ever the balance points are, the one thing you can be sure of is they won't align with the desires of the player at the highest extremes.