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Event Quest 2.1

Total disappointment. The combination of nodes in 2.1 the mutant/bleed chapter are total BS it's hard to even know where to begin. For starters, parry timings are WILDLY off in this chapter, creating a massive issue considering that is the suggested way to gain the class benefit as noted in the node description. Second, the AI recovery time is also WILDLY off. Defenders are now able to put up their block mid-combo or special attack when they are NOT unstoppable? Why are they now able to intercept mid-combo? Makes no sense.

Whoever is designing these event quests [Thronebreaker difficulty] clearly does not have a good understanding of the player experience in this game as this is now the second EQ of the last 3 that has had major complaints based on node/path/defender combinations. Like if you are going to promote a class advantage, why would you continually place defenders on paths [sometimes multiple defenders ugh] that you have no chance at countering with the recommended class? And let alone with almost 400k hp on some of them? This type of quest design is a wonderful way to frustrate players into not wanting to complete the content.

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    legalactionlegalaction Posts: 182 ★★

    Total disappointment. The combination of nodes in 2.1 the mutant/bleed chapter are total BS it's hard to even know where to begin. For starters, parry timings are WILDLY off in this chapter, creating a massive issue considering that is the suggested way to gain the class benefit as noted in the node description. Second, the AI recovery time is also WILDLY off. Defenders are now able to put up their block mid-combo or special attack when they are NOT unstoppable? Why are they now able to intercept mid-combo? Makes no sense.

    Whoever is designing these event quests [Thronebreaker difficulty] clearly does not have a good understanding of the player experience in this game as this is now the second EQ of the last 3 that has had major complaints based on node/path/defender combinations. Like if you are going to promote a class advantage, why would you continually place defenders on paths [sometimes multiple defenders ugh] that you have no chance at countering with the recommended class? And let alone with almost 400k hp on some of them? This type of quest design is a wonderful way to frustrate players into not wanting to complete the content.

    It gets easier. My team was apoc, apoc, cable, stryfe and a counter for the boss.
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    Sarvanga1_Sarvanga1_ Posts: 4,139 ★★★★★
    I used hitmonkey , AA, stealthy, shang chi and sorcerer supreme for all the path fights.
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    If you have DPX, he is great for this one
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    Giantwalrus56Giantwalrus56 Posts: 702 ★★★
    edited March 2023
    Agent venom trinity melted pretty much everything that can bleed & burn in 15 seconds. If you have them of course. Also as others have mentioned, just play like opponent is stun immune
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    StarSmasher2001StarSmasher2001 Posts: 234 ★★
    Me: is distinctly lacking in 6* mercenaries

    Kabam: So here's an entire EQ chapter where you need mercs
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    CyborgNinja135CyborgNinja135 Posts: 1,117 ★★★★

    Me: is distinctly lacking in 6* mercenaries

    Kabam: So here's an entire EQ chapter where you need mercs

    If you read the nodes you'll notice mutants work too
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    BosleyBosley Posts: 259 ★★★
    edited March 2023
    KABAMs idea of fair node/defender combos is widely out of touch with reality. TB EQ a clear attempt to make us buy revives and health pots with units so we can't hoard them for deals...... :\
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