Honest Feedback for All Nine Carina Challenges
I finished off all these challenges a few days before 7.2 went live. I wanted to provide my feedback as a 6 year veteran of this game, was gonna do it sooner but couldn't find the time until today. I spend no cash on this, cuz why should you lol, and around 2-3k units to get 9/9 . This is gonna be a long one, hope people actually take this feedback into consideration. Here we go:
Starting off with a quote from the dev diaries: "We’re exploring some unique ways to challenge those of you at the top of your skill."
While this quote was accurate on occasion, it wasn't really what was going on for the most part. First of all I have got to say that some of these challenges were actually good designs and actually challenges. However, as I share my feedback I feel like I should share what a challenge actually is from my perspective. A challenge in this game is something to overcome with skill, planning and maybe a little bit of luck however it should be possible to achieve without the use of any revives or potions. Those should be tools to help if you mess up but they should not be the main tools you lean your back on while working on overcoming the challenge. BG's 6.2 itemless clear is a challenge, beating Maestro in Act4 with only a team of 2 stars is a challenge, going into Variant 7 with a non-hero champ and beating one quest is a challenge (yes you can take these ideas if you would like lol). So with that clarification out of the way I would like to talk about all nine Carina challenges, probably starting with the good and ending with the awful ones.
5.3.1 Mordo challenge with non mystic 3 stars: This was actually one of the fun ones because I got to use some 3 star champs I do not get to use since I do not have them at a higher star level. I got to use my 3 star Stryfe for fun and I really enjoyed the concept of this challenge. So I think this was one of the challenges that really hit the mark.
6.1.5 Xbones challenge with certain Mutant characters: I loved the throwback on this one because I absolutely adored the 90s animated X-men show so this was probably my favorite challenge out of all. Probably the easiest one for me as well since I had most of the specified mutants ranked up. Cue the X-men theme music, great theme to loop in your head all day lol.
6.2.5 Mordo challenge with only Cosmic 5 stars: This is probably the worst quest that was ever designed in this game and the "Strength in Numbers" node is still one of the least fun an interactive ones there is in the game. It essentially forces revives and it not being removed after all the feedback *cough cough* FOCUS GROUP . Not the mention, the quest also has one of the hardest global nodes as well. However, this was another successful challenge in my books because you can indeed finish this one with no items whatsoever if you plan accordingly. Certainly not the easiest challenge but it was a well designed one. CGR Medusa Hyp supported by Odin and Heimdall got me through quite nicely, took out one of the links by taking a path that starts with Diablo and it was a good experience.
5.4.6 quest with only Loki on the team: This is where challenges are getting a little out of hand on the list. This one only mildly because it indeed possible to push through but with boosts, masteries and some luck. Only talking about the initial fight of the quest by the way which is an Electro that kills you unless you are Swedeah, who barely got a solo who knows using which masteries and how many boosts. YJ is even worse after his update so you have to take Electro. After that it isn't that bad if you play perfectly, I personally took the Rage path cuz there was no Green Goblin on it. The Stark could be annoying if he evades constantly but the boss is a joke with Loki, probably his only purpose in the game. So I would say I kinda enjoyed this one as well.
6.2.6 Champion with a team of Kamala Khan( 🤮): This is certainly a very skill based challenge and the challenge aspect I have no problem with for the most part, if you exclude the Magik that has extra power gain and the unavoidable coldsnap damage you take from Iceman. I did this with an unawakened r1 6 star Kamala, who I didn't rank because I absolutely hate her and I would spend a thousand more revives than rank her up at all. That was my choice and I suffered for it but I definitely think this is one of the challenges that fits my idea of an actual challenge. Swedeah did it revivesless, granted he had both Kamala's ranked up to the highest level possible, but nevertheless he did it and it shows that it is indeed possible.
5.2.6 Collector with 3 star Garbage-I mean Cyclopses:: This is where we start with the bad ones imo. This was absolutely horrible, has 0 skill aspect to it whatsoever. The path moving to the collector could be considered a challenge but the boss fight is stupid. It is probably one of the worst fights ever designed, literally designed to kill your champs. Horrible, horrible design which imo is not a challenge, just a revive-fest, absolutely 0 skill aspect to it other than being able to dex/parry and time the Bane transfers decently on the regular fights, which is not even sustainable against the Collector. The real challenge is saving your revives for the following three LOL "challenges".
LOL with Canadian 4 star team: This was actually the only LOL challenge I enjoyed a little because of how hard Sabretooth was hitting. If you can get the PERFECT ramp, which is pretty possible with the Guardian perfect block synergy, you could potentially get solos. However, being forces to use revives because 4 stars can't finish any fights within the enrage timer, makes this challenge less enjoyable. I took the easy path and it was still around a 20-30 revive range including the ramp-up. It is fun once Sabreman starts hitting hard but getting there is just stupidly painful and has very little skill aspect to it whatsoever.
LOL with a team of 4 star Inhumans: Garbage "challenge". I had everybody at 5/50 excluding the devil Kamala, and went for the easy path and it was a grind. Even with boosts and a full team you can barely take off half of one champs health using the entire team. Very little skill aspect, contrary to the quote from the dev diary, just revive your way through for the rewards. Poor design.
LOL with only 4 star Star-Lord: Probably the worst one there is. I took the shortened path inside and it probably cost around 50-60 revives. I was insanely lucky with Venompool and Maestro cuz they only proced regen 4 times, combined for both which could have been way worse if anybody saw Karatemike or MSD take on these "challenges". Even with that luck, it was just another "revive your way through" objective because of the enrage timer. If you play super aggressive, you could maybe take off like 30-35% with full boosts and masteries but it is just not sustainable if you do not have the resources or units.
Overall I would say 3/9 of the challenges were great, these are 5.3.1, 6.2.5 and 6.1.5.
2/9 which are 6.2.6 and 5.4.6, were decent as well but the Iceman/Magik for Kamala and Electro/YJ for Loki made them less enjoyable. However I consider these 5 to be reflective of the quote "We’re exploring some unique ways to challenge those of you at the top of your skill."
The LOL "challenges" and the Kabam Miike cyclops garbage "challenge" were simply screaming out: "Hey guys you get mad when we sell these, so we are not gonna sell them but put them inside challenges and "pseudo" sell them!" They were poorly designed. Designed isn't even a good word they are just put there to drain the resource and unit stashes, I don't think there was any though put into these ones at all. Absolutely no skill aspect to them whatsoever, unless you count being able to parry/dex, use your revives/wallet to get back in a skill. They were not challenges and a horrible experience for everybody. Constantly needing to revive is not skill based nor challenging, it is just frustrating. The Sabreman one was tolerable due to the damage but the other 2 LOL objectives and the 3 star Cyclops were plain stupid.
These 4, 3 if you exclude the Sabreman one, really made the experience infuriating rather than challenging. The first 5 are really good with small issues but the rest are just forcing you to revive, which in my books is not a challenge. I hope in the future when you guys design stuff like this, take this feedback into consideration. Nobody likes being forced to use items because there is not other way to move forward. Make them actually skill based somehow and make the revive aspect a choice not a requirement. Overall, I think they were ok but if forcing the use of revives is Kabam's idea of a challenge, I urge you to think out that perspective because I can assure you, nobody, literally NOBODY likes it that way.
I really dunno how many ppl will make it this far but if you did thank you for reading my feedback and I hope this actually provides some perspective on what I think, and probably what anybody who did 9/9 thinks, about the Carina's Challenges.