VALIANT EVENT QUEST - CHECK IN!

What Is going On Summoners!
I've been seeing lots of buzz about the new Valiant Event Quest flying around, and that makes me a happy dinosaur!
Generally, it seems like y'all have been enjoying this change of pace? Reminder, we'll be running the same test format for JUNE's Event Quest, and testing out another new format in July.
Personally, I ran through EQ for the first time in months, and I had a pretty fun time doing so.
How have we been feeling about this new EQ format?
Let me know all your thoughts, positive AND negative, below!
I've been seeing lots of buzz about the new Valiant Event Quest flying around, and that makes me a happy dinosaur!
Generally, it seems like y'all have been enjoying this change of pace? Reminder, we'll be running the same test format for JUNE's Event Quest, and testing out another new format in July.
Personally, I ran through EQ for the first time in months, and I had a pretty fun time doing so.
How have we been feeling about this new EQ format?
Let me know all your thoughts, positive AND negative, below!
27
Comments
Only request would be to fix the bug with Auto play that does not let you back out of a champion swap node.
When there are portals involved, I just press autoplay instead of doing all those clicks. But then that won't let you back out of the champion swap page and check who the defender is .
The relic nodes are fine. They aren't really make or break and can be ignored completely. Except for the one that won't give you power.
However, Valiant EQ is something new. It allowed me to dip into parts of my roster that I hadn't used before. I really liked the way it's designed.
Some more constructive thoughts:
* Maybe this will change once we start getting new strikers, but I really did NOT enjoy the occasional "You have to have a striker attached to this champ to utilize this node" switch late into some of the chapters. You had a Spiritualism node in Empires Eternal and a Perpetual Motion node in Un-Steal It, both happening very late into the quest. The problem with that is that you have to use 15 different champions throughout the chapter and there are only four unique strikers per class, to a total of 16 strikers if you've got every striker at every rarity. That means there's a very real chance that you're all out of champions (that work for the general node) with strikers attached once you reach the last five or so fights. That makes those last fights incredibly annoying.
* Related to that: it would be really helpful to have an easy overview of which nodes are going to change throughout the chapter, or at least when those changes are going to occur. It's really cumbersome to have to go through every fight's node setup just to see what you're going up against, which led me to just YOLO things, which again led to problems when I had to have spare striker-having champions towards the end.
* I don't know if this is doable, but I would really appreciate a function to highlight which 15 champs you'd like to use in the chapter and then place them at the top for easy access. Not only would that make it easier to access them instead of constantly having to filter out your top fights just to get a 7r1 champ, but it would also make sure that you don't miss out on using the champs that you've actually ranked up. One thing that annoyed me again and again while playing VEQ was that I never kept track of how many fights were left until the boss, which meant that I kept choosing unranked champions and then noticed that I still had a whole bunch of r2 and r3s (and even the occasional r4) left when I was close to fight the boss. It's similar to how you hoard potions and whatnot in an RPG because "they might be useful against something tougher than what I'm fighting now", and then you just end up with a stash full of amazing stuff that you never used by the time you've beaten the final boss. As much as I liked to get to use my unranked champions, I ranked up the champions I have ranked up for a reason and I want to use them.
But as I said, on the whole, this was a ton of fun. It basically feels like a monthly Crucible, and that's not a bad thing at all.
But since I often feel like I'm the only one that actually likes to read the story part of the EQ, I think most people would probably be satisfied with the gauntlet being free from it. But an opt-in feature? Yes please!
And I ll agree that we need a pit stop in the middle, where, once, health goes to 100% again after the next champion choice.
I also enjoy the story and I think the writers do a good job.
Not fussed about a heal node but it might be nice after say, fight 10. It's supposed to be difficult and only the best should get through itemless in my opinion.
-Maybe instead of one full heal, there was a node that when you KO the opponent you gain back 10% of your full health. That way it is 140% health gained throughout the quest instead of just %100 all at once.
Positive:
-I like having 15 fights and having to use different champions, it forces me to pull out champions I haven't played in awhile or otherwise wouldn't play. Not to mention I had FUN with those champs, they may not be the best but they were at least fun.
Negative:
-The amount of jump portals, it is an unnecessary amount of jumps. One line of champions would be sufficient I feel.
-Also, the relic nodes... when your roster is tested by that many champions, for only one class, utilizing so very few relics, it becomes tedious to manage. Perhaps will be better once they release more relics for each class.
The rest? *chef's kiss* EQ and SQ has been stale since the introduction of TB EQ, I enjoyed this one leagues better.
P.S. I was about to write a diss track to Kabam about Relics until they announced New Relics are coming soon.
Thoughts:
* Since you're just recycling most of the nodes from TBEQ, a lot of these simply don't make sense with this VEQ format. For example, any node that awards cross-fight charges is completely pointless when you have to switch champs every fight. You should either modify these nodes so they stick to the next champ, or you should swap these out for more relevant nodes.
* Many people have complained about the node changes (especially the relic-dependent ones), and folks have also mentioned the unnecessary teleports. Here's my two cents: use the teleports as an indication for when nodes change. In other words, for all champs with the same nodes, leave them connected. Then, when you want to change nodes, use a teleport. That way, it's a simple, straightforward indication to folks about how many different node setups they need to review before they get started.
* I don't know if this is possible, but it would be nice to have a "go back one" button, similar to the "undo" button we have in AQ/AW. The idea here is, if you choose really poorly and get stuck at one fight, you get a chance to back up tot the swap node and choose a different champ. You could limit it to one per quest, and you still lose access to the champ you swapped out, which I think would balance the ability.
* One downside of this format is that we don't get to use synergies at all. I don't have any brilliant idea here, but it'd be nice if we could use them, since this is single-player format. Maybe give us 3 slots instead of one, but force us to swap *all* champs each node? That might end up confusing people, though.
All in all I really liked it. Two thumbs up, and I hope these suggestions help.
I am curious for those who say you need a healing node, what do you use your revives and potions on that you get from The Apothecary and the DSE? I have so many in overflow I don't even worry if I have to use one, two or many on an event.
New valiant eq have some really really good rewards
But in terms of gameplay I'm disappointed.
First, It felt like chore and boring. Like 15 fights in row where you have to change champ without having option to keep same champ. This personally felt really like low blow to champs who are cross fight ramp up monsters like Morning star, Cull (yes I still use him cuz he's fun)etc.
Second:It's straight up copy paste of TB eq with some extra hp. Like same old coffe but in new mug. C'mon atleast throw some new nodes to us. It felt like Paragon difficult especially after seeing title which reflected Paragon difficulty in description 😂😂. Now only boss fights kind of felt that it matches the valiant aspect.
Third:Due to point no 1, relic doesn't makes sense in such eq. Because they serve less purpose when you have to fight 15 different champs with 15 different champs with class restrictions. No matter how deep account is, not every one will go and re-equip all relics to maximize for all 15 fights or do we even have enough for same class ??? Arguments can be made but on major part it's just another shortcoming rather than benefit.
For different type of valiants, this eq is different. I am average/above average skilled player. I liked Necro. I liked Epoch. I liked Crucible. I have explored all these 3.Usually if I have negative thoughts regarding content, I first test it after release then speak. This Eq imo doesn't excited me at all. Even during the announcement I had some doubts regarding format and all but here I am.
I don't want to be rude but at same time I can't sugercoat my words as well. I know game team is putting in lot of efforts and don't want to disrespect their hardwork. But at same time it doesn't cut out how it was done. I am happy it was recognised that valiant players need fun and some challenging content monthly basis. So expectations regarding gameplay was high. But this felt like totally geared towards Paragons not the valiants. Just increase in hp pool don't reflect the gap being closed for the players.
I have been watching you guys from long time tho Dave was absent in between. Dave and KM, please think it as fellow mcoc player. I know you do have certain obligation as employees as well but I find hard to believe you didn't see that coming especially my 2 point. I hope during this trial and error phase, things will change for future.
Sorry for long write up.
Summary: Rewards are good but gameplay and format doesn't align with valiant aspects imo.
Decent length, energy cost is low and not difficult but felt rewarding.
I also like the paragauntlet being unlocked straight up