Liked new format, but it’s not as fun as on paper. The nodes definitely should be reworked. I was excited about new difficulty and format, thought I finally can use different fun champs that usually stays forgotten, 90 of them - almost a half of all available 7-stars sounds great. In fact, nodes ruins all expectations. Mystic path leaves away non nullifying champs, tech path requires crits from class that based on crit replacements, and science path is just awful - no matter what champion to choose at all. Valiant gauntlet would be more like crucible, now it’s just completing the TB quest path by path.
Also there’s no need for recovery nodes or other restore options. Every class has their own ways to heal. It’s all about proper champions management. I used a single revive potion because of silly mistake for entire quest. And it’s not a shame to use resources anyway , what’s else for you’re collecting them?
I think overall this format is a wonderful way to set Valiant difficult apart from other.
However maybe a little bit more focus and tweeting is need when copy and paste the Nodes from Thronebreaker difficulty.
For example Valiant MEQ Chapter 1.5 - Node Avengers Attacker gain Tagtical Edge, but it is restricted to Tech only, so the Avengers Tag become pretty much useless as we can't select other Avengers from other class.
The Node want Tech champs to do critical hit is not the best of combination really.
Make the available workable champs much more restricted.
I honestly loved it, please keep it coming. Rewards made it feel worth my time, it stretched my roster horizontally but did not feel overly difficult. Really gave me something to look forward to during the month!
No thanks. I do love the fact that I don’t have to do ANY EQ difficulty now!!!! SQ all the way and that’s very minimal when it comes to time consuming.
The length and rewards feel perfect. Maybe if you were feeling generous switch out the midway champion switch node with one that full heals, especially if in the future you start to add more and more problem and annoying defenders to the map. Other than that, I had a blast. Good work.
I Agree 👍 I had a great time some of the nodes need to be reworked about especially around relics it's hard trying to put relics on all 15 champs your going to have to use thats the only issue I've seen the tech path had a problem similar but other then that great time great rewards 👍.
Overall Valiant EQ turned out much better than I imagined. My expectation of a monthly quest is that we should not need to overthink from reading 10 plus modes. Those are meant for special or end game contents. I like that nodes are retained from TB and rewards commensurate with efforts. Also like that it forces us to use champs that we don’t normally use but need to recognize some champs are unable to take advantage of the nodes which is why we always fall back to the one or two champs that works well with the nodes, like Fury for Skill or BWCV for Mystics. What I am trying to get used to is plan what champs to use. Have completed 3/6 quests and have used revives and health potions in everyone.
On the improvement areas, I completely understand why health is not topped up after each fight as it would reduce difficulty but I recommend a full top up of health at mid stage after 8 fights given that it is a long path. Another suggestion is to get rid of portals just a straight up path. This eliminates hassle of repeated unnecessary clicks.
Main thing to address is the nodes granting cross charges, makes no sense to have them when you can't carry forward your Champs. I'm excited to see what the next format will be
Really did enjoy it. Found some easier than others due to access to regeneration champs but some classes are somewhat lacking in that area
I don’t like how the map is all over the place rather than list a simple straight line like RTTL. Quest 2.1, for example, the map was all over the place for no apparent reason
Would be nice to split in two halves with a heal node half way like we have in Incursions
I just finished it yesterday and have some thoughts.
1. There are too many teleports that send you back and forth across the map making it difficult to plan out who you want taking what fight 2. The nodes should be tweaked so that they actually work with and benefit the class of champion they’re supposed to. The tech quest is probably the biggest offender here. The node benefits landing crits but there are 5 top tech champs that don’t crit, 1 that only crits every 20 hits if an option is selected from the preflight menu, and one that only crits after building precision charges from throwing a special. I know it’s impossible to make a balanced node that will benefit everyone in a certain class, but it should be possible to make it so everyone in that class isn’t hampered by a node 3. Overall it feels a bit tedious to complete. Don’t get me wrong, I’d much prefer 15 fights per quest exploration instead of 21 - 35, but the fights felt empty which made it feel more like a chore. Personally, instead of a miniature crucible every month, I would much prefer a miniature epoch where we take a team of three champs against 6 difficult fights (not epoch level difficult but something between that level and ROL) followed by a challenging boss fight where you can use a choice node to bring in a specific counter. Something like that would kind of recapture the feel the game had back when master mode EQ was the most difficult and the community came together to strategize and suggest counters for paths and bosses 4. Building on my last point, I think it’s ok to scale up the difficulty more than it currently is. I don’t think being able to fully explore EQ every month should be a given. When uncollected EQ came out newly uncollected players and even some mid level uncollected players often weren’t able to fully explore the quest, but it was still worth it to do because the rewards were good enough to allow them to strengthen their rosters so that eventually they would be able to fully explore it every month. I reached the title of valiant in December and I had no trouble getting through this quest at all. Other than the fights taking longer to finish, there was no real difference between this and thronebreaker EQ for me. We’re building up rosters 7* R4 champions now but 7* R1 champs I rarely if ever use are walking through this quest with ease. I think there’s room to make things harder
This has to be the most poorly designed content in the game. Team of 3 champs ( all classes allowed ) would be a lot better. Mandatory swaps after every fight are also awful. Make it every 3 - 5 fights and OPTIONAL. As it is now, it's pretty horrible and not enjoyable content. Do better.
My take on this is related to the health part (there’s got to be a better way to get it back)… other than that even knowing it’s grinding, is cool and the rewards more than compensate for the longer fights!
It gave me the change to use champions that are there just “collecting” dust…
I enjoyed the content, I’m fine with the gauntlet style champion swap system, the path length is a bit long, but great when you consider it’s a one and done lane, my one suggestion is potentially putting in arena like or incursion like champion refreshed timers for the champs you’ve already used in the run.
I think this is a good compromise to the idea of the content, but it also doesn’t force you to use resources ranking up champions you don’t like in classes that you don’t favor or, are innately under represented currently by MCoC team. This also makes it still not doable if your roster as a whole is under developed if the wait time is like a day.
The only issue I have with this is the node in the science quest. Not that it was in anyway annoying or difficult, but thay it is Taylor made for Quake. And the temptation to have use her 4 times is too much to resist, even if the 2* fight took about an entire episode of Doctor Who.
I really enjoyed reaching further back into my roster to manage some of the challenges, and (for example) breaking out older champs like Ghost Rider, Classic Wolverine and 6* Blade to recover some health.
Speaking of which - any rework on the horizon for GP/Wolvie?
Best bit of content for a while. Very enjoyable with no overly complicated nodes and I love the strategy needed with managing health using regen characters. 1 full health champ swap half way would be kind of you though lol but manageable regardless
Long and exhausting paths .. No heals, nodes that need or force relics are big no. Ok rewards for now, but within few months they will be outdated, especially with the upcoming summer sales and cyber weekend deals.
This has to be the most poorly designed content in the game. Team of 3 champs ( all classes allowed ) would be a lot better. Mandatory swaps after every fight are also awful. Make it every 3 - 5 fights and OPTIONAL. As it is now, it's pretty horrible and not enjoyable content. Do better.
You're free to stick to TB EQ. You'll get exactly what you want there.
Honestly loved the new addition, yes the option of doing the swap but get full health would be very nice in my opinion. The nodes could also be a bit more intuitive and not so repetitive. Overall very happy and the rewards are great considering.
I think its almost perfect. For the amount of rewards though, if you don't have a great roster, its about a 4-7 hour pice of content. If you lower the fights to even just 10 per path, it would be infinitely better. Or add like a 50% heal every 5 fights.
How long did people find each quest to take for them? I haven't had the time yet because of traveling and work but I will finally have a *bit* of time this upcoming holiday weekend. Desperately needing to get to it so I can get my Phoenix!
How long did people find each quest to take for them? I haven't had the time yet because of traveling and work but I will finally have a *bit* of time this upcoming holiday weekend. Desperately needing to get to it so I can get my Phoenix!
I enjoyed the Crucible and like the similar design used for the Valiant EQ. However, swapping champions after every fight in the form of a repeatable monthly event quest has a slight bitterness to it. Although that little annoyance might be negligible today, I do feel like it will build up if we were to repeat this content month after month. If I could change one thing to improve the event quest, it would be to reduce the swap nodes to after every 3 fights.
Honestly, my main issue (completely on my end, with probably a few others) is that as a relatively new Valiant player(3 months?), I don't quite have the roster to deal with everything with solely 7 stars. And because I got Valiant nearly just after Paragon, I don't have a high ranking 6 star roster either.
But, this is mostly for other players who are similar to me, who don't have high ranking 6 stars or a large 7 star roster. I found it quite enjoyable seeing which fights could be taken with 6 star rank 1s. Mostly because I wanted to leave my 7 stars and high ranking 6 stars for later fights, to just smash them in quick succession at the end without using revives.
As of this, I have beaten Q4 (Cosmic) with 2 7 star unused champs (Venom the Duck[purposefully], Hyperion [unduped][accidentally])! And only 3 Revives were used on the path (would've been 2 total, but Lag killed me 2 times), even using 3 6 star rank 1s and 2 6 star rank 2s.
The rank 1s were: Venom (unduped) -> Vox fight, Hyperion(duped) -> Abomination, Medusa (duped) -> Guardian. Originally it was V, M, and Heimdall, but he just wasn't enough.
Update: Surprisingly from what other people said, I thought that the Tech path would be really difficult, but it really wasn't. A bit irritating at times? Yeah. Difficult? I would say no.
I will say that I was a bit disappointed with how easy the final quest seemed to be. All I really needed to know was a) when to use which champ and b) parry, heavy, get attacked, heavy, get attacked, heavy, dodge special, etc. There were a few different ones, but that was my general strategy that worked nearly every time.
Comments
The nodes definitely should be reworked. I was excited about new difficulty and format, thought I finally can use different fun champs that usually stays forgotten, 90 of them - almost a half of all available 7-stars sounds great.
In fact, nodes ruins all expectations. Mystic path leaves away non nullifying champs, tech path requires crits from class that based on crit replacements, and science path is just awful - no matter what champion to choose at all.
Valiant gauntlet would be more like crucible, now it’s just completing the TB quest path by path.
No complaints about relics and opponents count.
I used a single revive potion because of silly mistake for entire quest. And it’s not a shame to use resources anyway , what’s else for you’re collecting them?
I think overall this format is a wonderful way to set Valiant difficult apart from other.
However maybe a little bit more focus and tweeting is need when copy and paste the Nodes from Thronebreaker difficulty.
For example Valiant MEQ Chapter 1.5 - Node Avengers Attacker gain Tagtical Edge, but it is restricted to Tech only, so the Avengers Tag become pretty much useless as we can't select other Avengers from other class.
The Node want Tech champs to do critical hit is not the best of combination really.
Make the available workable champs much more restricted.
On the improvement areas, I completely understand why health is not topped up after each fight as it would reduce difficulty but I recommend a full top up of health at mid stage after 8 fights given that it is a long path. Another suggestion is to get rid of portals just a straight up path. This eliminates hassle of repeated unnecessary clicks.
I don’t like how the map is all over the place rather than list a simple straight line like RTTL. Quest 2.1, for example, the map was all over the place for no apparent reason
Would be nice to split in two halves with a heal node half way like we have in Incursions
I think 12 fights including the boss would be a better balance.
1. There are too many teleports that send you back and forth across the map making it difficult to plan out who you want taking what fight
2. The nodes should be tweaked so that they actually work with and benefit the class of champion they’re supposed to. The tech quest is probably the biggest offender here. The node benefits landing crits but there are 5 top tech champs that don’t crit, 1 that only crits every 20 hits if an option is selected from the preflight menu, and one that only crits after building precision charges from throwing a special. I know it’s impossible to make a balanced node that will benefit everyone in a certain class, but it should be possible to make it so everyone in that class isn’t hampered by a node
3. Overall it feels a bit tedious to complete. Don’t get me wrong, I’d much prefer 15 fights per quest exploration instead of 21 - 35, but the fights felt empty which made it feel more like a chore. Personally, instead of a miniature crucible every month, I would much prefer a miniature epoch where we take a team of three champs against 6 difficult fights (not epoch level difficult but something between that level and ROL) followed by a challenging boss fight where you can use a choice node to bring in a specific counter. Something like that would kind of recapture the feel the game had back when master mode EQ was the most difficult and the community came together to strategize and suggest counters for paths and bosses
4. Building on my last point, I think it’s ok to scale up the difficulty more than it currently is. I don’t think being able to fully explore EQ every month should be a given. When uncollected EQ came out newly uncollected players and even some mid level uncollected players often weren’t able to fully explore the quest, but it was still worth it to do because the rewards were good enough to allow them to strengthen their rosters so that eventually they would be able to fully explore it every month. I reached the title of valiant in December and I had no trouble getting through this quest at all. Other than the fights taking longer to finish, there was no real difference between this and thronebreaker EQ for me. We’re building up rosters 7* R4 champions now but 7* R1 champs I rarely if ever use are walking through this quest with ease. I think there’s room to make things harder
It gave me the change to use champions that are there just “collecting” dust…
I think this is a good compromise to the idea of the content, but it also doesn’t force you to use resources ranking up champions you don’t like in classes that you don’t favor or, are innately under represented currently by MCoC team. This also makes it still not doable if your roster as a whole is under developed if the wait time is like a day.
I really enjoyed reaching further back into my roster to manage some of the challenges, and (for example) breaking out older champs like Ghost Rider, Classic Wolverine and 6* Blade to recover some health.
Speaking of which - any rework on the horizon for GP/Wolvie?
No heals, nodes that need or force relics are big no.
Ok rewards for now, but within few months they will be outdated, especially with the upcoming summer sales and cyber weekend deals.
The nodes could also be a bit more intuitive and not so repetitive.
Overall very happy and the rewards are great considering.
But, this is mostly for other players who are similar to me, who don't have high ranking 6 stars or a large 7 star roster. I found it quite enjoyable seeing which fights could be taken with 6 star rank 1s. Mostly because I wanted to leave my 7 stars and high ranking 6 stars for later fights, to just smash them in quick succession at the end without using revives.
As of this, I have beaten Q4 (Cosmic) with 2 7 star unused champs (Venom the Duck[purposefully], Hyperion [unduped][accidentally])! And only 3 Revives were used on the path (would've been 2 total, but Lag killed me 2 times), even using 3 6 star rank 1s and 2 6 star rank 2s.
The rank 1s were: Venom (unduped) -> Vox fight, Hyperion(duped) -> Abomination, Medusa (duped) -> Guardian. Originally it was V, M, and Heimdall, but he just wasn't enough.
I will say that I was a bit disappointed with how easy the final quest seemed to be. All I really needed to know was a) when to use which champ and b) parry, heavy, get attacked, heavy, get attacked, heavy, dodge special, etc. There were a few different ones, but that was my general strategy that worked nearly every time.