RIP EVENT QUEST THIS MONTH
Est99
Member Posts: 15 ★
That sassy needs way too specific a counter i'm a thronebreaker player and i can't even beat the cavalier sassy this is the worst event quest i've encountered since i started the game about 4 or 5 months ago, i've been ranking up champions specifically to counter him, i tried black cat, i tried scorpion with toad synergy, i tried absorbing man, my last ditch effort will be to try void or nick fury but wow man event quest this month just sucks, it's more stressful than act 7 and that says alot. that sassy is something staright out of an act 6 nightmare just wow (also i'm not that great of a player, you don't need to tell me that i'm bad at the game, because i know)
9
Comments
That's the tb sassy btw
OP, post who you have, maybe you have a good counter.
Torch
Silk
Void
Scorpion
Nick
Aa
Lady d
Masacre
So to react on your statement: no, we don’t all agree with this. Not even in the slightest.
Edit: not here to make fun of you, but it’s doable and there are more than one counter. Read you have Nick fury, use him and move on to the next chapter
Cheers
If he's not ranked high, throw an sp3 after terminal velocity the stack of 60 whiplash will probably 1 shot his entire health pool
I think the problem is that most months have a really easy EQ that can be brute forced without paying attention to nodes. This month requires more effort, but I enjoy having an occasional challenge
Every few months we get a fight like Sasquatch. The reason has to do with how monthly content is designed. Monthly EQ is now designed with a progressive difficulty from UC to TB that employs a lot more "RPG-like" mechanics, which is to say, they are designed to require roster counters to certain problematic defender abilities. Sometimes those challenges are easy, sometimes they are hard, and it can be difficult to know how hard until you actually play it.
More importantly, most challenges require some combination of ability counters and tactical play. When players land on both quickly, the content tends to be easy. When they don't, it tends to be hard, and the gap between the two can be enormous. That's by design: the intent is to reward good play and roster growth.
Because the content is being designed in this way, with different nodes and different defenders and different boss configurations, the difficulty will vary a lot more than it used to when things were much simpler and the difficulty was much more monotonous. That means occasionally we will have push-over paths, and occasionally we will have spikes in difficulty. Part of making the content more interesting, more varied, and more rewarding for players who invest in roster growth is this wider variation in difficulty, and in wider variations in how different players perceive that difficulty.
It is just something everyone will have to get used to. Certainly, the devs are datamining the content and if they see a dramatically higher resource use or failure rate on that boss, they will factor that into future design decisions. But if we want a game that has more interesting content, we will have to accept that the darts will not all fall into the bullseye ring. We will not only get more diverse content, we will also get a scatter shot of difficulty.