I'm OK with it on the whole but the nodes can be a bit too restrictive (realising how few of my Cosmic champs inflicted Armour Break was eye-opening), the lack of healing opportunities is frustrating - especially given how little health potions restore, and the final exploration is arguably the most anti-climactic thing I've ever seen in the game.
i dont. I have a big roster so its not really that difficult, but it is really tedious and annoying
I think the nodes need to be updated to be more general for the classes. Certain nodes (like the mystic one that requires power steal or healing) is like wayyy too specific
I think if it's tuned down a little it would be fine. I prefer doing that than having to run however many paths of classic
I don’t like having to rank my 6* champs, so no.
Not only 'can't use your favorite characters more than once' - so many of them you're just not even using at all because they don't have any benefit from the outdated nodes and you don't want to play at 5 minute match with them.
Poll:
No: ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::| Yes: :::|
Nope . It sucks very badly and it’s obvious and annoying desperate cash grab . It woofing be so bad if they hadn’t shown they could do better . They gave us a decent Valiant EQ, they gave us a fantastic and extremely alliance friendly war , they gave us an constant AQ raids instead of the boring classical model and they took it all away and made it worse
Honestly they did reduce the health and attack rating. I will agree on the heal thing where your champs should heal after 3 or 4 fights when you swap them at that number.
I'm a Valiant player with a pretty Ok roster.
I don't mind this new AEQ format and given that Kabam has promised that they will open Elders difficulty for certain players later, I do not see much issues with the format.
However, I do have one major concern. Please allow swaped champions to start at max health. Skill champions and a few Science champions do not have the luxary of regeneration to tackle the prolonged damage sustained just from blocking.
This time for the Skill chapter, I wasted 2 - 3 revives just on Punisher 2099 fight because his specials are unavoidable and the block damage is nuts. My best shot was with my 6 star R4 ascended NF at 90% health only to be able to take down 40% health before I was KOed by block damage.
They either need some amount of healing in between matches, or they need nodes where you can actually use your developed and powerful roster. Right now with very limited and outdated nodes, and no healing in between, it absolutely is a resource sink.
I've said it before and I'll say it again, I used more revives and pots doing a single month's Elder run, than I did on an entire 9.2 exploration and 9.3 completion, including the bosses.
Cannot use synergies Cannot use ramp-up characters Nodes don't really benefit the attacker at all sometimes, dragging out the fight and even more chances to slip up and take damage cos of that. Feel like the attack rating is still a bit high in the final quest but its fine this is a personal opinion. Either divide it into 2 paths or introduce some sort of healing half way through the path Or you can make it interesting by giving some sort of boost every 1/3rd of the path..which will help us do more damage, as we go forward..allowing us to loose lesser health and finish up fights faster. This can be removed before the boss. If you can recall we used to have this sort of stuff earlier when thronebreaker EQ came out and these charges would persist even while fighting the boss. But in this current state its just not enjoyable. Will prefer doing act 8 crucible again instead of this.
To be honest, while there are things I think can be improved, yeah, I’m enjoying Elder.
As to the two biggest complaints about it: classic gating and full health recovery. The first one I agree with - I’d be fine with the classic gate going away and since Kabam also seems fine with removing it, that’s a moot point.
The full health recovery one though, that one I don’t agree with. The law of unintended consequences makes that one a bad idea in my opinion. The difficulty of the game is balanced in large part, by datamining the actual players of the game. It’s much like a class that’s graded on a curve. If the class gets easier that doesn’t mean everyone gets better grades. It means it’s much harder to distinguish between the smarter and dumber kids. You’re more likely to get a bad grade for non-academic reasons, like having a bad day during finals.
Full health swap sounds like a good idea, but what it means is any damage you take in a fight that doesn’t kill you is meaningless. Which means things like chip damage are meaningless. It also means skillful health recovery and skillful damage avoidance is also meaningless. The long term effect will be for Elder’s difficulty to ratchet upwards in such a way that the threat will not be chip damage, it will be defenders and nodes that can insta kill you. Because that’s the only thing that will matter.
I would rather remove some of the stuff that makes skillful damage management difficult or borderline impossible like the willpower mitigation or heal block nodes. I would prefer map design where you take sustained damage but there are ways to climb back out of the hole. If the hole is always just one fight deep, ultimately Kabam will be compelled to kill us in one fight. And I would rather not see that.
not a fan. This seems like the only content in the game that asks for 15+ champion roster depth. IMO the rewards are just not worth investing into 90 champions for.
Something still has to be done to help with the chip damage though. Nearly unavoidable item use because of chip damage, even if every fight is played perfectly, is ridiculous. Most are stuck using low rank champs because of the restricting beneficial nodes. So the choice becomes annoyingly long fight or risk using items. High attack values don't matter when you can run teams of 7r3/4 everywhere you go, but when you've got no choice but to break out your 6r3 Rocket because he's one of the small handful of tech champs that can drain power, then you're gonna be stuck losing half your health to a couple parries. Either attack values need further reduction or some aspect of free healing needs to be added. Or at a minimum they need to work it so all champions of the given class can benefit from the nodes so we don't have to break out champs with terrible defensive stats.
It’s not great, but it’s also not terrible. Some thoughts I have:
I realize it’s an iterative process, so I’m hopeful next month sees more wrinkles ironed out in EQ. Story additions and “endgame” content seem infrequent, so getting EQ right is more important to me than ever.
Dr. Zola
I enjoyed the fights and managed to complete last month’s Elders difficulty as well. I used Rank 1 seven stars and rank 4 ascended six stars for some fights. The rewards are satisfactory, though there’s room for improvement. The only issue I encountered was the longer paths in the Elders difficulty kind of boring . I used a few revives and health portions. Overall, it was a good.
Yes because, as a endgame player, where else am I going to spend my expiring revives? And the rewards are juicy although they should improve it atleast by 25% given the difficulty.
no
I don’t like it because I need to rank up 15 characters of each class in order to complete it faster and without spending a lot of revives. I’m taking a break from it and I’m ranking up my characters for the future.
Personally I like the crucible format. However, the nodes are outdated and so many new champs don't benefit.
I'm not wasting my time for Elder difficulty. Don't have the resources or Champs to get the fights done
My problem with elder difficulty is that nodes are widely outdated. The nodes we use like the armor up one for tech champions was fine when it was created years ago with the format we used to have but now it's outdated, for example they released some tech with passive armor ups
I think 3.1 is bugged. No way the poison is reducing to 85% on science. 3-4 poison is draining health in minutes.
In my opinion, the first iteration’s numbers were arguably that. However, in its current incarnation I think it’s mostly not that. A very mid end gamer like me can get through it with minimal resource expended, and most of the time it isn’t chip damage that gets me, its a poor match up choice that gets me.
Of course, different people will see this differently, but for Elder difficulty to be meaningful it has to have actual difficulty. And that means at the end of the day, some people will be able to do it and some won’t. If Elder was the only option, I’d say it was too difficult even in its current incarnation because it stresses rosters too much. But as it is not the only option, I personally think it is a fair challenge in general to say smaller rosters can do Classic, and larger rosters can work up to Elder.
Regardless, if you think you’re having trouble with Elder now, you have no idea what’s in store for you if you get a heal on every swap, and the devs are forced to increase the difficulty of each individual fights to add credible risk of death to every fight, forcing you to possess even more optimal attackers for every single fight or get road locked.
i find that i'm just not interested in doing a zillion tedious fights in Classic to get to what i want to get to especially for poop rewards.
Sort of. But with an asterisk.
I enjoy it as content. I just don't enjoy it as casual monthly content. I think it's a fun quest, but I still think it's way too restrictive for an EQ. I genuinely don't think that it's going to work out unless they remove the whole "you need 15 different champions with the same type of utility" requirement, at least with the nodes being what they are now.
The good thing is that I think there are fixes that don't necessitate a total rework of the entire shebang. Maybe add some Superiority nodes that give Tech champion that much-needed Armor Up buff when they fight with class advantage, or allows Skill champions to shut down Evade when fighting with class advantage - just something that makes more champions viable throughout the quest.
The bad thing is that I think it'll take quite a while to get there. I doubt that everything will be peachy next month. I think the EQ will ultimately land in a good place, but I don't think that will happen fully until sometime next year.
15 is too long.
Heal nodes or heal on swap would help a lot.
I've never seen a checkpoint mechanics in MCOC but it could be interesting at this point. All champs used before checkpoint keeps unavailable but you can restart from the checkpoint once you've reached it. You can retry more easily a part of the quest without having to redo all the path. When you realize at the last fight you didn't bring the right champ...... More specifically when you already spent quite a amount of potions.
No! I don{t enjoy it at all.! it is actually giving me headaches like you have no idea. I have the champion roster for it, so thats not the problem. I can{t explain it. I think it is the format. It is just NOT FUN.
Lots of things I’m not keen on but not being able to use synergies is a big one.
second if you want to test out certain champs on the 2 new champ bosses you have to go through 15 fights and only get the chance to use 1 champ against them then have to do it all over again. Thats just silly
the contents gone backwards ,played this game for years but picking up less and less now since the change,completed the final cosmic path so 100% but didn’t get any rewards for 100% completed or cosmic path and was told it was because I’d already reached and received max rewards for my level before hand so had wasted my effort to 100% it !!!! no incentive now .
Pointless,no fun now even BG they’ve taken away personal individual rewards unless you reach victory track!!! Games become bs for me