Kabam, the EQ Design is your capstone of 2021

RookiieRookiie Member Posts: 4,821 ★★★★★
edited December 2021 in General Discussion
I got really excited when I found out we were using the Champions’ tags for the EQ. I thought it was creative and a great opportunity to dig deep in my roster and put champs I don’t normally put to good use.

But WHAT THE *expletive* is wrong with the nodes? It’s a total *expletive* show. Everything contradicts each other.

In 2.1, you’ve got this design that says the following: knock down the opponent, and you get an Evade charge, which is consumed when the opponent goes Unblockable, and if they try to hit you while you have an Evade charge they get stunned for 0.9 seconds. Good? Good. But guess what? This isn’t enough time to land a Heavy, so the opponent claps you in the face if you don’t already have an Evade charge. So you need to rely on your Parry game, but you can’t land Parries because every 6 seconds the opponent goes Unblockable, and if you have an Evade charge already they get stunned for 0.9 seconds, and now you’re panicking because you need to get another Evade charge otherwise you’re open to Unblockable, but if you try to land the Heavy you get clapped anyway.
I felt like Sisyphus stuck in this damned loop. What were you thinking?

And in 3.1: You need to land a Stun debuff to gain a Passive Bleed, but you have a node on the opponent which makes them Stun Immune when starting an Attack? So basically they are always Stun Immune unless you are reparrying. And I can reparry, but you’re asking me to reparry EVERY single hit in EVERY single fight in THE WHOLE QUEST.
AND you give the opponent Unstoppable,
AND put us up against champs with Power again and Unblockable in their base kit?
You’d have to be a moron to think this is okay. This is in the Mercenaries and Guardians chapter. These guys don’t have utility man. And no one has Mercs ranked up (I do for the record, and still faced a lot of issues).

I get that we are your lab mice for testing new things, but the problem is that these are our personal resources that we are using to test your new *expletive*. Our energy refills, our units, our potions, our revives.

Honestly, it’s almost as if you brought the Act 6 team to design this EQ. That, or you have no idea what you’re doing. And if you don’t know what you’re doing, then give us the damn resources to cope with the new things you’re trying out.

If you made it this far, thank you.
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Comments

  • AverageDesiAverageDesi Member Posts: 5,260 ★★★★★
    For the first one there is time to land a heavy. But you have to be super quick about it. What I do is leave myself open and when they attack and get stunned immediately throw a heavy for the next charge
  • RookiieRookiie Member Posts: 4,821 ★★★★★
    @BitterSteel I’m agree with your points. Let’s not rush to Tags Bad, and I would like to see Tags being used in the future.
    Unblockable / Evade: increase Stun duration
    Passive Bleed / Stun Immune: change Passive Bleed to Passive AAR, that way we can deal with the stupid Unstoppable ability and maybe some of the others in the base kits like Unblockable and Power Gain
  • This content has been removed.
  • BitterSteelBitterSteel Member Posts: 9,264 ★★★★★
    Rookiie said:

    Kerneas said:

    Agreed. I think there is one fundamentally wrong idea with tag based design: Tags are spread across various classes, and each class is different (meaning cosmics have buffs, techs have powercontrol+healblock etc). It is a bad idea to mix requiring certain mechanic and certain tag.

    Look at the very first quest: #A-Force, #F4 and #New Avengers who have BUFFS (or heal reversal/block). For Cavs, it can be hard to even own a champ with these tags and the need of buffs/consistent healblock eliminates many of the already limited options.

    So IMO, require mechanics (buffs, debuffs etc) from classes. Tags belong to a very diverse groups of champs, so rather than looking for a common ability, base the difficulty on ownership of champs with the given tag. That is difficult enough, if you insist on keeping this set of nodes.

    VERY important point. If the champions with the Tags don’t have the utility to deal with the Node then they should have added the damn utility as the Node bonus.
    I’m at a loss for words.
    Yeah I’m confused here and have to agree with @AverageDesi

    Symbiote/spider verse

    Champions has to be able to evade unblockable hits —> all champions in the tag gets the ability to evade unblockable hits by knocking the opponent down

    Defenders/thunderbolts

    Champions have to be able to apply debuffs —> ending combo with different attack applies a debuff

    Mercs/guardians

    Apply bleed to stop unstoppable —> stunning them applied a passive bleed (for all the shortcomings of this global, it still gives them the ability to do it)

    Dimensional beings

    Requires nullify —> all champions get the ability that dodging specials nullifies armour up buffs

    Avengers

    Needs buffs —> punishing specials or interrupting attacks gives you buffs



    No selection of tags has enough in common to have a global that will only require specific utility, so they have each champion in the tag the specific utility to deal with it. I see no issue in this one aspect of the new global
  • RookiieRookiie Member Posts: 4,821 ★★★★★

    Rookiie said:

    Kerneas said:

    Agreed. I think there is one fundamentally wrong idea with tag based design: Tags are spread across various classes, and each class is different (meaning cosmics have buffs, techs have powercontrol+healblock etc). It is a bad idea to mix requiring certain mechanic and certain tag.

    Look at the very first quest: #A-Force, #F4 and #New Avengers who have BUFFS (or heal reversal/block). For Cavs, it can be hard to even own a champ with these tags and the need of buffs/consistent healblock eliminates many of the already limited options.

    So IMO, require mechanics (buffs, debuffs etc) from classes. Tags belong to a very diverse groups of champs, so rather than looking for a common ability, base the difficulty on ownership of champs with the given tag. That is difficult enough, if you insist on keeping this set of nodes.

    VERY important point. If the champions with the Tags don’t have the utility to deal with the Node then they should have added the damn utility as the Node bonus.
    I’m at a loss for words.
    They did do that though?
    All avengers power drain,
    New Avengers all get buffs
    Symbiotes get evade
    That last one has nullify

    Granted some are not enough but it is there

    Right, and they *kind* of did that. But you left out the most important one: the quest with the Mercs.
    Life is good until you’re facing a jacked up Hyperion with Domino.
  • D0ctor_SD0ctor_S Member Posts: 42

    Rookiie said:

    Kerneas said:

    Agreed. I think there is one fundamentally wrong idea with tag based design: Tags are spread across various classes, and each class is different (meaning cosmics have buffs, techs have powercontrol+healblock etc). It is a bad idea to mix requiring certain mechanic and certain tag.

    Look at the very first quest: #A-Force, #F4 and #New Avengers who have BUFFS (or heal reversal/block). For Cavs, it can be hard to even own a champ with these tags and the need of buffs/consistent healblock eliminates many of the already limited options.

    So IMO, require mechanics (buffs, debuffs etc) from classes. Tags belong to a very diverse groups of champs, so rather than looking for a common ability, base the difficulty on ownership of champs with the given tag. That is difficult enough, if you insist on keeping this set of nodes.

    VERY important point. If the champions with the Tags don’t have the utility to deal with the Node then they should have added the damn utility as the Node bonus.
    I’m at a loss for words.
    Yeah I’m confused here and have to agree with @AverageDesi

    Symbiote/spider verse

    Champions has to be able to evade unblockable hits —> all champions in the tag gets the ability to evade unblockable hits by knocking the opponent down

    Defenders/thunderbolts

    Champions have to be able to apply debuffs —> ending combo with different attack applies a debuff

    Mercs/guardians

    Apply bleed to stop unstoppable —> stunning them applied a passive bleed (for all the shortcomings of this global, it still gives them the ability to do it)

    Dimensional beings

    Requires nullify —> all champions get the ability that dodging specials nullifies armour up buffs

    Avengers

    Needs buffs —> punishing specials or interrupting attacks gives you buffs



    No selection of tags has enough in common to have a global that will only require specific utility, so they have each champion in the tag the specific utility to deal with it. I see no issue in this one aspect of the new global
    They can gain the utility but it seems a bit off. I agree with your initial summary and think it could be good with some tweaks.

    But things like the short bleed timer or heavy reach in the Spiderverse quest create a situation where it's quicker to clear with a hard counter (like stagger in 3.1) rather than playing the quest as intended, which shouldn't really be the case.
  • RookiieRookiie Member Posts: 4,821 ★★★★★
    D0ctor_S said:

    Rookiie said:

    Kerneas said:

    Agreed. I think there is one fundamentally wrong idea with tag based design: Tags are spread across various classes, and each class is different (meaning cosmics have buffs, techs have powercontrol+healblock etc). It is a bad idea to mix requiring certain mechanic and certain tag.

    Look at the very first quest: #A-Force, #F4 and #New Avengers who have BUFFS (or heal reversal/block). For Cavs, it can be hard to even own a champ with these tags and the need of buffs/consistent healblock eliminates many of the already limited options.

    So IMO, require mechanics (buffs, debuffs etc) from classes. Tags belong to a very diverse groups of champs, so rather than looking for a common ability, base the difficulty on ownership of champs with the given tag. That is difficult enough, if you insist on keeping this set of nodes.

    VERY important point. If the champions with the Tags don’t have the utility to deal with the Node then they should have added the damn utility as the Node bonus.
    I’m at a loss for words.
    Yeah I’m confused here and have to agree with @AverageDesi

    Symbiote/spider verse

    Champions has to be able to evade unblockable hits —> all champions in the tag gets the ability to evade unblockable hits by knocking the opponent down

    Defenders/thunderbolts

    Champions have to be able to apply debuffs —> ending combo with different attack applies a debuff

    Mercs/guardians

    Apply bleed to stop unstoppable —> stunning them applied a passive bleed (for all the shortcomings of this global, it still gives them the ability to do it)

    Dimensional beings

    Requires nullify —> all champions get the ability that dodging specials nullifies armour up buffs

    Avengers

    Needs buffs —> punishing specials or interrupting attacks gives you buffs



    No selection of tags has enough in common to have a global that will only require specific utility, so they have each champion in the tag the specific utility to deal with it. I see no issue in this one aspect of the new global
    They can gain the utility but it seems a bit off.

    Exactly my point. Check my comment above yours.
  • BitterSteelBitterSteel Member Posts: 9,264 ★★★★★
    D0ctor_S said:

    Rookiie said:

    Kerneas said:

    Agreed. I think there is one fundamentally wrong idea with tag based design: Tags are spread across various classes, and each class is different (meaning cosmics have buffs, techs have powercontrol+healblock etc). It is a bad idea to mix requiring certain mechanic and certain tag.

    Look at the very first quest: #A-Force, #F4 and #New Avengers who have BUFFS (or heal reversal/block). For Cavs, it can be hard to even own a champ with these tags and the need of buffs/consistent healblock eliminates many of the already limited options.

    So IMO, require mechanics (buffs, debuffs etc) from classes. Tags belong to a very diverse groups of champs, so rather than looking for a common ability, base the difficulty on ownership of champs with the given tag. That is difficult enough, if you insist on keeping this set of nodes.

    VERY important point. If the champions with the Tags don’t have the utility to deal with the Node then they should have added the damn utility as the Node bonus.
    I’m at a loss for words.
    Yeah I’m confused here and have to agree with @AverageDesi

    Symbiote/spider verse

    Champions has to be able to evade unblockable hits —> all champions in the tag gets the ability to evade unblockable hits by knocking the opponent down

    Defenders/thunderbolts

    Champions have to be able to apply debuffs —> ending combo with different attack applies a debuff

    Mercs/guardians

    Apply bleed to stop unstoppable —> stunning them applied a passive bleed (for all the shortcomings of this global, it still gives them the ability to do it)

    Dimensional beings

    Requires nullify —> all champions get the ability that dodging specials nullifies armour up buffs

    Avengers

    Needs buffs —> punishing specials or interrupting attacks gives you buffs



    No selection of tags has enough in common to have a global that will only require specific utility, so they have each champion in the tag the specific utility to deal with it. I see no issue in this one aspect of the new global
    They can gain the utility but it seems a bit off. I agree with your initial summary and think it could be good with some tweaks.

    But things like the short bleed timer or heavy reach in the Spiderverse quest create a situation where it's quicker to clear with a hard counter (like stagger in 3.1) rather than playing the quest as intended, which shouldn't really be the case.
    Of course, but these things can all be tweaked. The statement I replied to was “ If the champions with the Tags don’t have the utility to deal with the Node then they should have added the damn utility as the Node bonus.”

    But they do have the utility to the node, and the utility has been added as the node bonus, it just needs tweaking.

    Bit of extra stun duration, extra bleed duration in their respective nodes and you’re sorted. The statement I’m replying to makes it seem like there’s no way for these champions to deal with it when there is, it just feels a little inaccurate. We need to give our feedback accurately or it won’t be changed.

    I get there are things that people don’t like, but saying things like that won’t help I’m afraid.
  • BitterSteelBitterSteel Member Posts: 9,264 ★★★★★
    Rookiie said:

    Rookiie said:

    Kerneas said:

    Agreed. I think there is one fundamentally wrong idea with tag based design: Tags are spread across various classes, and each class is different (meaning cosmics have buffs, techs have powercontrol+healblock etc). It is a bad idea to mix requiring certain mechanic and certain tag.

    Look at the very first quest: #A-Force, #F4 and #New Avengers who have BUFFS (or heal reversal/block). For Cavs, it can be hard to even own a champ with these tags and the need of buffs/consistent healblock eliminates many of the already limited options.

    So IMO, require mechanics (buffs, debuffs etc) from classes. Tags belong to a very diverse groups of champs, so rather than looking for a common ability, base the difficulty on ownership of champs with the given tag. That is difficult enough, if you insist on keeping this set of nodes.

    VERY important point. If the champions with the Tags don’t have the utility to deal with the Node then they should have added the damn utility as the Node bonus.
    I’m at a loss for words.
    Yeah I’m confused here and have to agree with @AverageDesi

    Symbiote/spider verse

    Champions has to be able to evade unblockable hits —> all champions in the tag gets the ability to evade unblockable hits by knocking the opponent down

    Defenders/thunderbolts

    Champions have to be able to apply debuffs —> ending combo with different attack applies a debuff

    Mercs/guardians

    Apply bleed to stop unstoppable —> stunning them applied a passive bleed (for all the shortcomings of this global, it still gives them the ability to do it)

    Dimensional beings

    Requires nullify —> all champions get the ability that dodging specials nullifies armour up buffs

    Avengers

    Needs buffs —> punishing specials or interrupting attacks gives you buffs



    No selection of tags has enough in common to have a global that will only require specific utility, so they have each champion in the tag the specific utility to deal with it. I see no issue in this one aspect of the new global

    I only have 3 points to make:

    Symbiote / Spider-Verse: 0.9 seconds Stun was a smidge too short. Short enough to make sure you get clipped if you don’t charge the Heavy instantaneously.

    Mercs / Guardians was a disaster, man. There’s no excusing this one. They could have given them passive AAR or DAAR instead of a useless instant Bleed. What do I need them to bleed the opponent for anyway? Domino, Masacre, Goldpool, Crit Monkey and others all have Bleed in their base kit. I didn’t include Guardians because lol, buff them first Kabam. All the more reason for passive AAR or DAAR.

    Avengers: I felt this was bugged. I did not notice the Power Drain at all. I don’t think this had much impact even if it worked right.

    The thing is, the Class based Nodes worked for champs much more effectively than Tag based Nodes. And that’s the point that needs to be driven home.

    Requirements are getting more specific, so these half-baked aren’t going to cut it.
    No I’m not disagreeing with any of that, you saw my initial post on it. What I’m disagreeing with is the claim that they don’t have the utility to deal with it, when they’ve been given it. After tweaking it, that utility will be much more usable, but it is there. It’s usable now, I’ve been using it and it works. But not always the best that it can, or should.
  • CosmicGuardianCosmicGuardian Member Posts: 408 ★★★
    Personally, I don’t think the tag bonuses should be applied to an entire quest. I do think there is some potential in this system, but it’s current execution was poorly done. Something I would like to see would be to go back to having the full map be class based, but maybe add tag based nodes on certain paths. That way you could get a class bonus and some slight tag bonus if you had the proper champs, but even if you didn’t you could still get the class bonus.
  • BitterSteelBitterSteel Member Posts: 9,264 ★★★★★
    Rookiie said:

    Rookiie said:

    Rookiie said:

    Kerneas said:

    Agreed. I think there is one fundamentally wrong idea with tag based design: Tags are spread across various classes, and each class is different (meaning cosmics have buffs, techs have powercontrol+healblock etc). It is a bad idea to mix requiring certain mechanic and certain tag.

    Look at the very first quest: #A-Force, #F4 and #New Avengers who have BUFFS (or heal reversal/block). For Cavs, it can be hard to even own a champ with these tags and the need of buffs/consistent healblock eliminates many of the already limited options.

    So IMO, require mechanics (buffs, debuffs etc) from classes. Tags belong to a very diverse groups of champs, so rather than looking for a common ability, base the difficulty on ownership of champs with the given tag. That is difficult enough, if you insist on keeping this set of nodes.

    VERY important point. If the champions with the Tags don’t have the utility to deal with the Node then they should have added the damn utility as the Node bonus.
    I’m at a loss for words.
    Yeah I’m confused here and have to agree with @AverageDesi

    Symbiote/spider verse

    Champions has to be able to evade unblockable hits —> all champions in the tag gets the ability to evade unblockable hits by knocking the opponent down

    Defenders/thunderbolts

    Champions have to be able to apply debuffs —> ending combo with different attack applies a debuff

    Mercs/guardians

    Apply bleed to stop unstoppable —> stunning them applied a passive bleed (for all the shortcomings of this global, it still gives them the ability to do it)

    Dimensional beings

    Requires nullify —> all champions get the ability that dodging specials nullifies armour up buffs

    Avengers

    Needs buffs —> punishing specials or interrupting attacks gives you buffs



    No selection of tags has enough in common to have a global that will only require specific utility, so they have each champion in the tag the specific utility to deal with it. I see no issue in this one aspect of the new global

    I only have 3 points to make:

    Symbiote / Spider-Verse: 0.9 seconds Stun was a smidge too short. Short enough to make sure you get clipped if you don’t charge the Heavy instantaneously.

    Mercs / Guardians was a disaster, man. There’s no excusing this one. They could have given them passive AAR or DAAR instead of a useless instant Bleed. What do I need them to bleed the opponent for anyway? Domino, Masacre, Goldpool, Crit Monkey and others all have Bleed in their base kit. I didn’t include Guardians because lol, buff them first Kabam. All the more reason for passive AAR or DAAR.

    Avengers: I felt this was bugged. I did not notice the Power Drain at all. I don’t think this had much impact even if it worked right.

    The thing is, the Class based Nodes worked for champs much more effectively than Tag based Nodes. And that’s the point that needs to be driven home.

    Requirements are getting more specific, so these half-baked aren’t going to cut it.
    No I’m not disagreeing with any of that, you saw my initial post on it. What I’m disagreeing with is the claim that they don’t have the utility to deal with it, when they’ve been given it. After tweaking it, that utility will be much more usable, but it is there. It’s usable now, I’ve been using it and it works. But not always the best that it can, or should.

    Just adding random text here because I need the following comment to pass the filter:

    Right, but what’s the point in giving Mercs and Guardians passive Bleeds? You’re not always going to be able to reparry, the AI doesn’t give you the openings you need and the Stun Immune node makes sure that you do get it 10% of the time. So why give me a passive Bleed? If I reparry, I want to be able to deal with it all. The Unstoppables, the Unblockables, the Power Gains, the Regens. Otherwise it’s a crapshoot.

    Here is a simple question to answer:
    How is Drax or Domino supposed to take on a Hyperion that is Stun Immune, Unstoppable, has Power Gain in his base kit, and is hell bent on pulverizing you in the corner until he reaches 3 bars of Power?
    That’s not giving the right utility. That was dumb on the design front. If I want to deal with this fight, give me AAR or Slow. I need a way to take control of the fight with the given Tags.

    Mind you, I beat the fight. But I beat it with Nick Fury. But then what’s the point? Read the comment up there where the gentleman ignored the Tags and just took his own counters.

    Would you still say we are given the utility to deal with the nodes? Or that we are now in fact hampered?
    As I’ve said before mate, I think the stun immune should go. The AI throws a heavy immediately after it’s first attack, making the node a bit useless.

    All my argument is, is that we ARE being given the utility to deal with it. That’s a fact, and as a concept, that’s fantastic.

    You yourself argued for it, “they should have added the damn utility as the Node bonus.” So you know that’s the important part, in your example here with the Merc, you aren’t saying “there is no utility given to us” you’re saying “there is something in the way of the utility given to us”. Which I agree on. I disagree, however, that we haven’t been given the utility in the first place.

    So when you say “If the champions with the Tags don’t have the utility to deal with the Node then they should have added the damn utility as the Node bonus.” I think what you mean is, it’s great that they’ve given us the utility, but it needs tweaking so it’s more usable and less clunky.
  • RookiieRookiie Member Posts: 4,821 ★★★★★

    Rookiie said:

    Rookiie said:

    Rookiie said:

    Kerneas said:

    Agreed. I think there is one fundamentally wrong idea with tag based design: Tags are spread across various classes, and each class is different (meaning cosmics have buffs, techs have powercontrol+healblock etc). It is a bad idea to mix requiring certain mechanic and certain tag.

    Look at the very first quest: #A-Force, #F4 and #New Avengers who have BUFFS (or heal reversal/block). For Cavs, it can be hard to even own a champ with these tags and the need of buffs/consistent healblock eliminates many of the already limited options.

    So IMO, require mechanics (buffs, debuffs etc) from classes. Tags belong to a very diverse groups of champs, so rather than looking for a common ability, base the difficulty on ownership of champs with the given tag. That is difficult enough, if you insist on keeping this set of nodes.

    VERY important point. If the champions with the Tags don’t have the utility to deal with the Node then they should have added the damn utility as the Node bonus.
    I’m at a loss for words.
    Yeah I’m confused here and have to agree with @AverageDesi

    Symbiote/spider verse

    Champions has to be able to evade unblockable hits —> all champions in the tag gets the ability to evade unblockable hits by knocking the opponent down

    Defenders/thunderbolts

    Champions have to be able to apply debuffs —> ending combo with different attack applies a debuff

    Mercs/guardians

    Apply bleed to stop unstoppable —> stunning them applied a passive bleed (for all the shortcomings of this global, it still gives them the ability to do it)

    Dimensional beings

    Requires nullify —> all champions get the ability that dodging specials nullifies armour up buffs

    Avengers

    Needs buffs —> punishing specials or interrupting attacks gives you buffs



    No selection of tags has enough in common to have a global that will only require specific utility, so they have each champion in the tag the specific utility to deal with it. I see no issue in this one aspect of the new global

    I only have 3 points to make:

    Symbiote / Spider-Verse: 0.9 seconds Stun was a smidge too short. Short enough to make sure you get clipped if you don’t charge the Heavy instantaneously.

    Mercs / Guardians was a disaster, man. There’s no excusing this one. They could have given them passive AAR or DAAR instead of a useless instant Bleed. What do I need them to bleed the opponent for anyway? Domino, Masacre, Goldpool, Crit Monkey and others all have Bleed in their base kit. I didn’t include Guardians because lol, buff them first Kabam. All the more reason for passive AAR or DAAR.

    Avengers: I felt this was bugged. I did not notice the Power Drain at all. I don’t think this had much impact even if it worked right.

    The thing is, the Class based Nodes worked for champs much more effectively than Tag based Nodes. And that’s the point that needs to be driven home.

    Requirements are getting more specific, so these half-baked aren’t going to cut it.
    No I’m not disagreeing with any of that, you saw my initial post on it. What I’m disagreeing with is the claim that they don’t have the utility to deal with it, when they’ve been given it. After tweaking it, that utility will be much more usable, but it is there. It’s usable now, I’ve been using it and it works. But not always the best that it can, or should.

    Just adding random text here because I need the following comment to pass the filter:

    Right, but what’s the point in giving Mercs and Guardians passive Bleeds? You’re not always going to be able to reparry, the AI doesn’t give you the openings you need and the Stun Immune node makes sure that you do get it 10% of the time. So why give me a passive Bleed? If I reparry, I want to be able to deal with it all. The Unstoppables, the Unblockables, the Power Gains, the Regens. Otherwise it’s a crapshoot.

    Here is a simple question to answer:
    How is Drax or Domino supposed to take on a Hyperion that is Stun Immune, Unstoppable, has Power Gain in his base kit, and is hell bent on pulverizing you in the corner until he reaches 3 bars of Power?
    That’s not giving the right utility. That was dumb on the design front. If I want to deal with this fight, give me AAR or Slow. I need a way to take control of the fight with the given Tags.

    Mind you, I beat the fight. But I beat it with Nick Fury. But then what’s the point? Read the comment up there where the gentleman ignored the Tags and just took his own counters.

    Would you still say we are given the utility to deal with the nodes? Or that we are now in fact hampered?
    As I’ve said before mate, I think the stun immune should go. The AI throws a heavy immediately after it’s first attack, making the node a bit useless.

    All my argument is, is that we ARE being given the utility to deal with it. That’s a fact, and as a concept, that’s fantastic.

    You yourself argued for it, “they should have added the damn utility as the Node bonus.” So you know that’s the important part, in your example here with the Merc, you aren’t saying “there is no utility given to us” you’re saying “there is something in the way of the utility given to us”. Which I agree on. I disagree, however, that we haven’t been given the utility in the first place.

    So when you say “If the champions with the Tags don’t have the utility to deal with the Node then they should have added the damn utility as the Node bonus.” I think what you mean is, it’s great that they’ve given us the utility, but it needs tweaking so it’s more usable and less clunky.

    Yes, they have given us utility.

    In 3 places it’s been great (haven’t tested the last chapter yet but I’m giving them the benefit of the doubt).

    In 2 places it’s clunky and needs tweaking (Power Drain for Avengers seemed weak or bugged, not sure, and Stun duration could have been increased for Spider-Verse heroes, etc.)

    Here, we have utility.

    In 1 place, it’s a damn mess. And is driving factor behind the frustration of this post. The utility given was not effective at all. We could have gotten more utility or the right utility, IF they wanted to keep Stun Immune. Otherwise, they can take off Stun Immune and we will see if the utility currently provided is enough.

    That’s what I’m trying to say behind all the frustration.
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