The power lock in 1.2 is dumb. Makes the gameplay so slow especially when the ai decides to become passive. Do better kabam.
I initially hated it when I was looking from the perspective of being restricted to only the champions that matched the tags. What I soon realized, is that this CEQ now more just gives boosts to those champions. It does not make it so that other champions are not viable.For a lot of the quests this month, I just built a team ignoring the tags, and had no issues. When I did have champions ranked that matched the tags, I would bring them and enjoy the boost.I think in the past, CEQ restricted you to only the class champions, and made others unplayable for the paths at least. As a relatively new Thronebreaker, this made some quests really easy, but others very difficult.So, while less people be may able to enjoy the benefits of the nodes, I believe that more will be able to get through and explore CEQ by using their normal go-to champions.
This is the most demotivated I've been to do the highest EQ relative to my progression in 4 years since I started.Every single lesson that should have been learned from the other CEQ iterations have been thrown out the window for some sort of weird experimentation. again.Good idea - terrible, terrible execution and "announcing" it a day prior is just typical tbh.
This is the most demotivated I've been to do the highest EQ relative to my progression in 4 years since I started.Every single lesson that should have been learned from the other CEQ iterations have been thrown out the window for some sort of weird experimentation. again.Good idea - terrible, terrible execution and "announcing" it a day prior is just typical tbh. 100% agree. Overly complicated -- remember when they said they would simplify things?I hate having to do so much research and planning when if they had implemented it well -- for example, a filter for the relevant champs -- it could be interesting. I've skipped it so far; as you said, I'm demotivated.
The mercenary quest is an abomination, the AI doesn’t play into reparry, it throws a heavy, the passive bleed is way too short, and unstoppable has been slapped on it just as a final sigh-worthy mechanic. Not to mention only like 8 champions available in the pool who can bleed on basic attacks, as relying on specials isn’t enough with the timer. And two of those champions are trophy champs, Platpool and Weapon X.
These pools of champions absolutely need to be increased, and not just to the same as classes, but more. People tend to rank up champions based on classes. “Oh my skill class is weak, better rank up this champ”. Nobody ever said, oh wow, I don’t have many A-Force champs ranked up, better fill up this gap in my roster. Most rosters have a fairly even split throughout classes. To accommodate that fact, I’d say the tags should cover around 40-45 champions, to increase the likelihood that people have suitable champions.
I'm fine with the paths, and most of the bosses, but the Luke Cage boss nodes in 1.1 are kinda a douche move. Unblockable, unstoppable, and death touch, combined with an AI that won't throw specials and a game that has dex issues. Cage ain't easy to dex even when the inputs are working right.
It sure feels like Kabam heard some players wanting more difficult content and assumed everyone was of that opinion and they applied it all over. Some people don’t want crazy complex nodes and levels of re-parry or only intercepting, especially with all the parry/dex issues. I have zero interest in getting stressed for a mobile game. Create more solo objectives with champ limitations if people want difficult. It’s easier for players to make content difficult if they want it than the other way around. Use 4*’s only. Also, create some content where we can use synergies more freely. The game has lots of cool synergies that I don’t feel like I get to use because everything needs very specific counters.
I haven't done Cav EQ for months as I've found it repetitive. I tried a path on this one and gave up on the first fight.