After fully exploring this new EQ I can say overall the new nodes are worse and more restrictive. The tech, science and skill are just annoying. The mystic node is the most annoying if it is working as intended. Even when a stagger is placed to stop the unstoppable, it still procs up for a brief second. Allowing the defender to still become stun immune and unstoppable for a brief second before it goes away. Not sure if that is a bug or not, but I am still having to worry about the unstoppable which slows down the fight. Stagger should prevent this from ever happening.
Well that’s that 100% done.As usual, pretty easy. Though some of the new nodes are slower imo.Namely the science (could be solved by having furies cap at 10, instead of 20, with double the current potency) And cosmic (Could be solved by making it a 20-30% fury chance per armour break).Also not a huge fan of mystic node as it’s seemingly set up so that you nullify the unstoppable to make your prowess permanent, but really you’re only pulling that off safely with stagger or a nullification aura of some kind, but it is possible to work around with most opponents by nullifying the other buffs. Actually I can understand why the cosmic one was done to be 10% per armor break. Personally, I feel that 20% will be a more comfortable range. That being said, Aarkus and Cull absolutely shredded the map.
Well that’s that 100% done.As usual, pretty easy. Though some of the new nodes are slower imo.Namely the science (could be solved by having furies cap at 10, instead of 20, with double the current potency) And cosmic (Could be solved by making it a 20-30% fury chance per armour break).Also not a huge fan of mystic node as it’s seemingly set up so that you nullify the unstoppable to make your prowess permanent, but really you’re only pulling that off safely with stagger or a nullification aura of some kind, but it is possible to work around with most opponents by nullifying the other buffs.
Well that’s that 100% done.As usual, pretty easy. Though some of the new nodes are slower imo.Namely the science (could be solved by having furies cap at 10, instead of 20, with double the current potency) And cosmic (Could be solved by making it a 20-30% fury chance per armour break).Also not a huge fan of mystic node as it’s seemingly set up so that you nullify the unstoppable to make your prowess permanent, but really you’re only pulling that off safely with stagger or a nullification aura of some kind, but it is possible to work around with most opponents by nullifying the other buffs. Actually I can understand why the cosmic one was done to be 10% per armor break. Personally, I feel that 20% will be a more comfortable range. That being said, Aarkus and Cull absolutely shredded the map. Don’t get me wrong, I shredded it with cap Marvel, but she was the only one really that consistently got close to the fury cap of 10. Corvus could if I let the opponent stack up a bunch of armour a couple times, but that was somewhat slower than just playing normally.Hyperion i ignored the node for the most part.Heimdall sort of worked and terrax seemed alright as well.
This months Cav Difficulty was the worst one yet. I have 30 5/65, 6 r3 and 13 r2 six stars. This was a step backwards. Last month was a lot better with time spent. I feel the changes to the global nodes narrowed down the champs that you can use. I think that there needs to be better balance to the time spent playing it and the rewards you receive. If you do not have the proper counter in the benefitting class you can use a different class but plan on being over 100 hits even with a 5/65. I would open the gates a little to allow more champs of that class to be useful if that is what the end goal is. I also would not keep changing the nodes if you are going to force us to rank up champs that we will typically not use for other content. Rank ups are costly. This is Cav Difficulty and Not Thrown Breaker. This is nothing near what TB should be. If you think that this is TB and not Cav, you're mistaken.
This months Cav Difficulty was the worst one yet. I have 30 5/65, 6 r3 and 13 r2 six stars. This was a step backwards. Last month was a lot better with time spent. I feel the changes to the global nodes narrowed down the champs that you can use. I think that there needs to be better balance to the time spent playing it and the rewards you receive. If you do not have the proper counter in the benefitting class you can use a different class but plan on being over 100 hits even with a 5/65. I would open the gates a little to allow more champs of that class to be useful if that is what the end goal is. I also would not keep changing the nodes if you are going to force us to rank up champs that we will typically not use for other content. Rank ups are costly. This is Cav Difficulty and Not Thrown Breaker.
This months Cav Difficulty was the worst one yet. I have 30 5/65, 6 r3 and 13 r2 six stars. This was a step backwards. Last month was a lot better with time spent. I feel the changes to the global nodes narrowed down the champs that you can use. I think that there needs to be better balance to the time spent playing it and the rewards you receive. If you do not have the proper counter in the benefitting class you can use a different class but plan on being over 100 hits even with a 5/65. I would open the gates a little to allow more champs of that class to be useful if that is what the end goal is. I also would not keep changing the nodes if you are going to force us to rank up champs that we will typically not use for other content. Rank ups are costly. This is Cav Difficulty and Not Thrown Breaker. This is nothing near what TB should be. If you think that this is TB and not Cav, you're mistaken. I was not meaning to say it is TB but that Cav level is so much lower then this. Some CAV players have may not have a crazy large roster yet. I think think is tuned too high for what CAV should be. Just my thoughts. I have no problems beating it with 0 revives or potions, just think it takes too long unless you have the best counters. I have beaten every month 100%, just thought this was a step backwards compared to last months.
This months Cav Difficulty was the worst one yet. I have 30 5/65, 6 r3 and 13 r2 six stars. This was a step backwards. Last month was a lot better with time spent. I feel the changes to the global nodes narrowed down the champs that you can use. I think that there needs to be better balance to the time spent playing it and the rewards you receive. If you do not have the proper counter in the benefitting class you can use a different class but plan on being over 100 hits even with a 5/65. I would open the gates a little to allow more champs of that class to be useful if that is what the end goal is. I also would not keep changing the nodes if you are going to force us to rank up champs that we will typically not use for other content. Rank ups are costly. This is Cav Difficulty and Not Thrown Breaker. This is nothing near what TB should be. If you think that this is TB and not Cav, you're mistaken. It is disappointing how many players believe that "Cavalier tier difficulty" is supposed to be trivial to complete for anyone who manages to get past 6.1. Like the point to becoming Cavalier is that once you get that title the game starts fanning you and peeling grapes for your consumption.This is a progression game. The reward for reaching a progression point is opening the door to earning the next progression point. Cavalier difficulty is not meant to feed rewards to Cavalier players through a tube. It is meant to challenge them. Like, a lot.I wish I could say that the number of people who think the current Cavalier EQ difficulty was Thronebreaker-appropriate was surprising, but it is not. A lot of us were predicting more or less this attitude before Cavalier difficulty itself was announced.You know, I've completed every 4* objective challenge for Cavalier difficulty since the first one. I remember when UC first came out: it was a struggle, and no way could I have done UC with 3* champs. Even a year later I don't think that's something I could easily do. On a relative basis, Cavalier difficulty is easier for me today than UC was when it was released, and it allows for more ways to tackle it in my opinion than UC did, which often required a lot more brute force or narrower options (relative to what existed back then). It is very hard for me to reconcile the complaints about difficulty, even from what appears to be veteran players, with the game's history. Have we collectively gotten that soft? Calling a massive portion of the playerbase soft is a massive understatement. Anything remotely difficult gets labeled BS and anything incredibly easy gets called "fun" I dunno, easy can be fun. Depending on context. Just saying. Depends on the person. It typically feels like a tedious chore to me, especially if it's long like EQ or story content. If it takes me 5 min a day, who cares. If I'm spending hours doing something I don't even have to pay attention to and use a ton of energy to finish, I'd rather at least have to pay attention to what I'm doing +1.Tbh I’ll gladly have them make Cav difficulty 10x harder and more punishing, and make it 2 paths.But of course the kids will start crying saying it’s too hard.
This months Cav Difficulty was the worst one yet. I have 30 5/65, 6 r3 and 13 r2 six stars. This was a step backwards. Last month was a lot better with time spent. I feel the changes to the global nodes narrowed down the champs that you can use. I think that there needs to be better balance to the time spent playing it and the rewards you receive. If you do not have the proper counter in the benefitting class you can use a different class but plan on being over 100 hits even with a 5/65. I would open the gates a little to allow more champs of that class to be useful if that is what the end goal is. I also would not keep changing the nodes if you are going to force us to rank up champs that we will typically not use for other content. Rank ups are costly. This is Cav Difficulty and Not Thrown Breaker. This is nothing near what TB should be. If you think that this is TB and not Cav, you're mistaken. It is disappointing how many players believe that "Cavalier tier difficulty" is supposed to be trivial to complete for anyone who manages to get past 6.1. Like the point to becoming Cavalier is that once you get that title the game starts fanning you and peeling grapes for your consumption.This is a progression game. The reward for reaching a progression point is opening the door to earning the next progression point. Cavalier difficulty is not meant to feed rewards to Cavalier players through a tube. It is meant to challenge them. Like, a lot.I wish I could say that the number of people who think the current Cavalier EQ difficulty was Thronebreaker-appropriate was surprising, but it is not. A lot of us were predicting more or less this attitude before Cavalier difficulty itself was announced.You know, I've completed every 4* objective challenge for Cavalier difficulty since the first one. I remember when UC first came out: it was a struggle, and no way could I have done UC with 3* champs. Even a year later I don't think that's something I could easily do. On a relative basis, Cavalier difficulty is easier for me today than UC was when it was released, and it allows for more ways to tackle it in my opinion than UC did, which often required a lot more brute force or narrower options (relative to what existed back then). It is very hard for me to reconcile the complaints about difficulty, even from what appears to be veteran players, with the game's history. Have we collectively gotten that soft? Calling a massive portion of the playerbase soft is a massive understatement. Anything remotely difficult gets labeled BS and anything incredibly easy gets called "fun" I dunno, easy can be fun. Depending on context. Just saying. Depends on the person. It typically feels like a tedious chore to me, especially if it's long like EQ or story content. If it takes me 5 min a day, who cares. If I'm spending hours doing something I don't even have to pay attention to and use a ton of energy to finish, I'd rather at least have to pay attention to what I'm doing
This months Cav Difficulty was the worst one yet. I have 30 5/65, 6 r3 and 13 r2 six stars. This was a step backwards. Last month was a lot better with time spent. I feel the changes to the global nodes narrowed down the champs that you can use. I think that there needs to be better balance to the time spent playing it and the rewards you receive. If you do not have the proper counter in the benefitting class you can use a different class but plan on being over 100 hits even with a 5/65. I would open the gates a little to allow more champs of that class to be useful if that is what the end goal is. I also would not keep changing the nodes if you are going to force us to rank up champs that we will typically not use for other content. Rank ups are costly. This is Cav Difficulty and Not Thrown Breaker. This is nothing near what TB should be. If you think that this is TB and not Cav, you're mistaken. It is disappointing how many players believe that "Cavalier tier difficulty" is supposed to be trivial to complete for anyone who manages to get past 6.1. Like the point to becoming Cavalier is that once you get that title the game starts fanning you and peeling grapes for your consumption.This is a progression game. The reward for reaching a progression point is opening the door to earning the next progression point. Cavalier difficulty is not meant to feed rewards to Cavalier players through a tube. It is meant to challenge them. Like, a lot.I wish I could say that the number of people who think the current Cavalier EQ difficulty was Thronebreaker-appropriate was surprising, but it is not. A lot of us were predicting more or less this attitude before Cavalier difficulty itself was announced.You know, I've completed every 4* objective challenge for Cavalier difficulty since the first one. I remember when UC first came out: it was a struggle, and no way could I have done UC with 3* champs. Even a year later I don't think that's something I could easily do. On a relative basis, Cavalier difficulty is easier for me today than UC was when it was released, and it allows for more ways to tackle it in my opinion than UC did, which often required a lot more brute force or narrower options (relative to what existed back then). It is very hard for me to reconcile the complaints about difficulty, even from what appears to be veteran players, with the game's history. Have we collectively gotten that soft? Calling a massive portion of the playerbase soft is a massive understatement. Anything remotely difficult gets labeled BS and anything incredibly easy gets called "fun" I dunno, easy can be fun. Depending on context. Just saying.
This months Cav Difficulty was the worst one yet. I have 30 5/65, 6 r3 and 13 r2 six stars. This was a step backwards. Last month was a lot better with time spent. I feel the changes to the global nodes narrowed down the champs that you can use. I think that there needs to be better balance to the time spent playing it and the rewards you receive. If you do not have the proper counter in the benefitting class you can use a different class but plan on being over 100 hits even with a 5/65. I would open the gates a little to allow more champs of that class to be useful if that is what the end goal is. I also would not keep changing the nodes if you are going to force us to rank up champs that we will typically not use for other content. Rank ups are costly. This is Cav Difficulty and Not Thrown Breaker. This is nothing near what TB should be. If you think that this is TB and not Cav, you're mistaken. It is disappointing how many players believe that "Cavalier tier difficulty" is supposed to be trivial to complete for anyone who manages to get past 6.1. Like the point to becoming Cavalier is that once you get that title the game starts fanning you and peeling grapes for your consumption.This is a progression game. The reward for reaching a progression point is opening the door to earning the next progression point. Cavalier difficulty is not meant to feed rewards to Cavalier players through a tube. It is meant to challenge them. Like, a lot.I wish I could say that the number of people who think the current Cavalier EQ difficulty was Thronebreaker-appropriate was surprising, but it is not. A lot of us were predicting more or less this attitude before Cavalier difficulty itself was announced.You know, I've completed every 4* objective challenge for Cavalier difficulty since the first one. I remember when UC first came out: it was a struggle, and no way could I have done UC with 3* champs. Even a year later I don't think that's something I could easily do. On a relative basis, Cavalier difficulty is easier for me today than UC was when it was released, and it allows for more ways to tackle it in my opinion than UC did, which often required a lot more brute force or narrower options (relative to what existed back then). It is very hard for me to reconcile the complaints about difficulty, even from what appears to be veteran players, with the game's history. Have we collectively gotten that soft? Calling a massive portion of the playerbase soft is a massive understatement. Anything remotely difficult gets labeled BS and anything incredibly easy gets called "fun"
This months Cav Difficulty was the worst one yet. I have 30 5/65, 6 r3 and 13 r2 six stars. This was a step backwards. Last month was a lot better with time spent. I feel the changes to the global nodes narrowed down the champs that you can use. I think that there needs to be better balance to the time spent playing it and the rewards you receive. If you do not have the proper counter in the benefitting class you can use a different class but plan on being over 100 hits even with a 5/65. I would open the gates a little to allow more champs of that class to be useful if that is what the end goal is. I also would not keep changing the nodes if you are going to force us to rank up champs that we will typically not use for other content. Rank ups are costly. This is Cav Difficulty and Not Thrown Breaker. This is nothing near what TB should be. If you think that this is TB and not Cav, you're mistaken. It is disappointing how many players believe that "Cavalier tier difficulty" is supposed to be trivial to complete for anyone who manages to get past 6.1. Like the point to becoming Cavalier is that once you get that title the game starts fanning you and peeling grapes for your consumption.This is a progression game. The reward for reaching a progression point is opening the door to earning the next progression point. Cavalier difficulty is not meant to feed rewards to Cavalier players through a tube. It is meant to challenge them. Like, a lot.I wish I could say that the number of people who think the current Cavalier EQ difficulty was Thronebreaker-appropriate was surprising, but it is not. A lot of us were predicting more or less this attitude before Cavalier difficulty itself was announced.You know, I've completed every 4* objective challenge for Cavalier difficulty since the first one. I remember when UC first came out: it was a struggle, and no way could I have done UC with 3* champs. Even a year later I don't think that's something I could easily do. On a relative basis, Cavalier difficulty is easier for me today than UC was when it was released, and it allows for more ways to tackle it in my opinion than UC did, which often required a lot more brute force or narrower options (relative to what existed back then). It is very hard for me to reconcile the complaints about difficulty, even from what appears to be veteran players, with the game's history. Have we collectively gotten that soft?
You'd use iron man and iron patriot? No one ranks up war machine either. Basically sentinel,darkhawk and mysterio benefited from this (im listing champs ppl would use). Guilly 2099 and guardian got massacred
Many of these new nodes are not working properly. Poisons are not being converted into fury on my science champions when I parry or dexterity. I'm also not getting fury on my skill champions when I cause my opponents' evade to fail. I've wasted dozens of revives having to compensate for this stuff.Please tell me you will be sending out compensation to players who encountered these bugs? I can't afford to keep blowing through my resources like this.
So Kabam in a typic fashion made fun of all of us announcing changes to cav dificulty that were supposed to make the quest faster and easier and instead made the most horrible cav quest to date .Got an almost 2.8 mil account with countless max ranked champs including 4 stars but the new nodes are a joke especially skill and science ones .At least the old ones while not doing much to help weren't restricting u in bringing your best 4 stars from other classes now u can only use poison immunes for science and true strike for the skill one . Never used so many revives to get trough the 4 star challenge and the supposedly easy path with only 3 global nodes has the nasties defenders in game .Shame Kabam for ruining the cav dificulty experience instead of using act 7 and variant 6 fun to play design concept
All in all, not as bad as I originally thought, but it feels longer than previous. It's not difficult but boring. Once I get that last 10% tech T5CC (hopefully after this one) I don't think I'll 100% more of these.
Good Day to the Kabam team I am not anti the update because it affects me (it doesn’t), but I think consideration for people who ranked up champs for the very purpose of the previous nodes needs to be taken into consideration. It is EXTREMELY unfair to low level Cavalier players with a limited roster who now got shot in the foot for possibly ranking up champs that your designed nodes forced them to rank up. With regards to the rewards: I do not see an issue with the rewards, as much as the troll overs for T5cc bother me, because I know with time I will finally form a t5cc. However, that being said, I would like to suggest that the cavalier challenge (this month’s 4* challenge) be rewarded with a selector. They are the most tedious challenges for a gamble. I think if anyone fully commits to those challenges, then they should be rewarded with a 10% selector. Please note this is in no way meant to be offensive towards all your hard work. It is constructive criticism
I disagree on the skill one though. Lowering evade chance means slowing down the fury buildup. Disorient fails to give fury at times due to AAR. Iirc it’s around 30% if you’re using NF.
I disagree on the skill one though. Lowering evade chance means slowing down the fury buildup. Disorient fails to give fury at times due to AAR. Iirc it’s around 30% if you’re using NF. I think the problem with the Skill nodes is they are a little too narrow. One way to offer a skill-path through the Skill nodes could be to assert that if the champ is blocked from evading due to stun, that counts as an evade prevention. That way separate from the three debuffs, every skill champ would have a theoretical way to get a momentary evade prevention (via parry-stun), which would make every champ usable (but with a much harder way to get the buffs and get in attacks).You might need to lower the evade chance if you allow that, but maybe not.
I disagree on the skill one though. Lowering evade chance means slowing down the fury buildup. Disorient fails to give fury at times due to AAR. Iirc it’s around 30% if you’re using NF. I think the problem with the Skill nodes is they are a little too narrow. One way to offer a skill-path through the Skill nodes could be to assert that if the champ is blocked from evading due to stun, that counts as an evade prevention. That way separate from the three debuffs, every skill champ would have a theoretical way to get a momentary evade prevention (via parry-stun), which would make every champ usable (but with a much harder way to get the buffs and get in attacks).You might need to lower the evade chance if you allow that, but maybe not. Doing so, as you mentioned, will allow all skill champs to do that. However, I believe the intent of having these nodes is for the playerbase to develop a wider roster, and not relying on ABC champions. It was either this, or gates (tbh I prefer gates. It’s faster and more straightforward). Anyway, because of this intent, it’s counterproductive to allow all skill champs to do the quest, rather than the 30-40% or so due to the restriction.