@DNA3000 when we get monthly quest then we don't have rendom reward?
A significant chunk of the monthly quests rewards are PHC, 3*, 4* and 5* crystals or shards, and fundamentally speaking all of those are essentially random rewards, no different than the Occult Labs awarding a crystal, but the crystal itself having random drops. T4CC fragment crystals and signature stone crystals are also random drop.
After about a week-plus of Labs, my views have shifted slightly. They aren’t bad and are still pretty fun, and (much like the Sentinel boss in DRs), they are useful in improving skills and developing your strategy and play style for different high-end scenarios. I’m still not hardcore about them—if I’m out of rerolls and the odds are impossibly long, I fight until I’m done and call it a day. No reviving unless I’m close to finishing.
However, what I would tweak about them is the overall value proposition: for the difficulty and time investment (I occasionally run into multiple 300-400 hit KOs), I would either (a) increase the rerolls available daily or (b) remove the lowest possible prizes. I’m fine with getting 250 5* shards for what turns out to be a half hour of effort if I have a little more control over swapping the nodes I face; alternatively, I’m fine with getting stuck with crummy nodes and 8 rerolls/day if there’s a promise of more than 250 5* shards at stake. But the balance feels a little off right now.
This isn’t a gripe about difficulty: I actually enjoy a lot of the strange interactions of the nodes even if they don’t work in my favor. And maybe I’ve just been dusted by the downside of RNG every time while someone else is raking in T5b—that’s always a possibility. But the basic mix of difficulty, time commitment, control and rewards could be tweaked a little for a better, more consistent experience in my opinion.
After about a week-plus of Labs, my views have shifted slightly. They aren’t bad and are still pretty fun, and (much like the Sentinel boss in DRs), they are useful in improving skills and developing your strategy and play style for different high-end scenarios. I’m still not hardcore about them—if I’m out of rerolls and the odds are impossibly long, I fight until I’m done and call it a day. No reviving unless I’m close to finishing.
However, what I would tweak about them is the overall value proposition: for the difficulty and time investment (I occasionally run into multiple 300-400 hit KOs), I would either (a) increase the rerolls available daily or (b) remove the lowest possible prizes. I’m fine with getting 250 5* shards for what turns out to be a half hour of effort if I have a little more control over swapping the nodes I face; alternatively, I’m fine with getting stuck with crummy nodes and 8 rerolls/day if there’s a promise of more than 250 5* shards at stake. But the balance feels a little off right now.
This isn’t a gripe about difficulty: I actually enjoy a lot of the strange interactions of the nodes even if they don’t work in my favor. And maybe I’ve just been dusted by the downside of RNG every time while someone else is raking in T5b—that’s always a possibility. But the basic mix of difficulty, time commitment, control and rewards could be tweaked a little for a better, more consistent experience in my opinion.
Dr. Zola
To be candid, this past weekend I decided to downshift from Epic to Expert (or whatever its called). Although I was getting slightly better, I was simply burning too many potions and rerolls to try to get through Epic twice, especially when my top champs were in AQ and AW.
For me personally, the value proposition isn't worth it after about ten days of Epic (i.e. twenty runs). My net haul was 5 pulls of 1000 T2A, one pull of 1000 5* shards, and the rest 250 5* shards.
Thing is, buffing the rewards wouldn't make it any less difficult, it would just put more pressure on me to do them anyway. And no matter what the rewards are, for any player less skilled than me it won't matter, and for any player significantly stronger than me they are already getting a pretty good deal on those rewards since they are completing it without any significant expenditure of any resources. I don't think there's any way to set that value in such a way that anything more than a tiny sliver of the player population would concur the value proposition was appropriate.
After about a week-plus of Labs, my views have shifted slightly. They aren’t bad and are still pretty fun, and (much like the Sentinel boss in DRs), they are useful in improving skills and developing your strategy and play style for different high-end scenarios. I’m still not hardcore about them—if I’m out of rerolls and the odds are impossibly long, I fight until I’m done and call it a day. No reviving unless I’m close to finishing.
However, what I would tweak about them is the overall value proposition: for the difficulty and time investment (I occasionally run into multiple 300-400 hit KOs), I would either (a) increase the rerolls available daily or (b) remove the lowest possible prizes. I’m fine with getting 250 5* shards for what turns out to be a half hour of effort if I have a little more control over swapping the nodes I face; alternatively, I’m fine with getting stuck with crummy nodes and 8 rerolls/day if there’s a promise of more than 250 5* shards at stake. But the balance feels a little off right now.
This isn’t a gripe about difficulty: I actually enjoy a lot of the strange interactions of the nodes even if they don’t work in my favor. And maybe I’ve just been dusted by the downside of RNG every time while someone else is raking in T5b—that’s always a possibility. But the basic mix of difficulty, time commitment, control and rewards could be tweaked a little for a better, more consistent experience in my opinion.
Dr. Zola
To be candid, this past weekend I decided to downshift from Epic to Expert (or whatever its called). Although I was getting slightly better, I was simply burning too many potions and rerolls to try to get through Epic twice, especially when my top champs were in AQ and AW.
For me personally, the value proposition isn't worth it after about ten days of Epic (i.e. twenty runs). My net haul was 5 pulls of 1000 T2A, one pull of 1000 5* shards, and the rest 250 5* shards.
Thing is, buffing the rewards wouldn't make it any less difficult, it would just put more pressure on me to do them anyway. And no matter what the rewards are, for any player less skilled than me it won't matter, and for any player significantly stronger than me they are already getting a pretty good deal on those rewards since they are completing it without any significant expenditure of any resources. I don't think there's any way to set that value in such a way that anything more than a tiny sliver of the player population would concur the value proposition was appropriate.
I agree with you about buffing the rewards—it would make the labs more compulsory for veterans who want the materials for resource hungry champs. And that’s a recipe for burnout/rage quit.
I have adapted my approach yet again—running Epic every couple of days and punting if I see a ridiculous lineup of champs whose main counter is stuck in AQ or AW. Not worth it. I “reroll” the map and don’t sweat it.
Neither map is good? Run until I die and never waste a pot. Keep getting the same nodes over and over even after you randomize? Don’t sweat it—not worth it. Phone call interrupts and when you go back the nodes you re-randomized are reset? Roll again and don’t sweat it.
To date, I’ve gotten all 250 5* shards and one 1000 T2a. That’s over about a dozen finishes of Epic, and my entries are that limited partly because of vacation and partly because of disinterest. Again, my issue as much as anything is time—I value the half hour or so it takes me to knock a pass out. With everything else in game and life going on, labs are relegated to an afterthought.
The irony is that Expert, which one would expect to yield a steady stream of small 5* shards prizes, has given me nothing but T4b/c shards—something I’ve been swimming in for a while. Go figure.
Is the event a bust? Not exactly, but it’s underwhelming at best. Something needs to be tweaked, or maybe the overall format needs to be rethought. Shorten the map, give more randomizers, allow champ swaps, allow players to place opponents on the nodes, or something. As is, it only seems to work for the players who have access to that kind of rewards already or who enjoy self-abuse.
Had a truly joyous combination of nodes today on Phoenix. As well as having her usual Phoenix charges and Furies, she had:
Bane
Rage
Explosive Personality
Explosive Personality
Aspect of Chaos
Not unbeatable; and (theoretically) opportunities to use the Bane to my advantage.
But so much to keep track of! Two types of Fury, Armour, Bane, PF charges and an effect that switches our health with an invisible timer!
Didn't realise the Aspect of Chaos effect could be used to heal: it kicked in just before I won - so I lost - and so Phoenix started the next fight on 85% health. Grrr.
Next time: send in low-health champ; wait for the switch, then take her out with free healing. Much better.
Didn't realise the Aspect of Chaos effect could be used to heal: it kicked in just before I won - so I lost - and so Phoenix started the next fight on 85% health. Grrr.
I almost had that happen to me. First or second fight, in with Blade. Aspect of Chaos kicks in, I go down to 1% health. Blade prevents them from gaining life, they bleed out and die. Meanwhile I'm stuck with an almost dead Blade.
Didn't realise the Aspect of Chaos effect could be used to heal: it kicked in just before I won - so I lost - and so Phoenix started the next fight on 85% health. Grrr.
I almost had that happen to me. First or second fight, in with Blade. Aspect of Chaos kicks in, I go down to 1% health. Blade prevents them from gaining life, they bleed out and die. Meanwhile I'm stuck with an almost dead Blade.
After about a week-plus of Labs, my views have shifted slightly. They aren’t bad and are still pretty fun, and (much like the Sentinel boss in DRs), they are useful in improving skills and developing your strategy and play style for different high-end scenarios. I’m still not hardcore about them—if I’m out of rerolls and the odds are impossibly long, I fight until I’m done and call it a day. No reviving unless I’m close to finishing.
However, what I would tweak about them is the overall value proposition: for the difficulty and time investment (I occasionally run into multiple 300-400 hit KOs), I would either (a) increase the rerolls available daily or (b) remove the lowest possible prizes. I’m fine with getting 250 5* shards for what turns out to be a half hour of effort if I have a little more control over swapping the nodes I face; alternatively, I’m fine with getting stuck with crummy nodes and 8 rerolls/day if there’s a promise of more than 250 5* shards at stake. But the balance feels a little off right now.
This isn’t a gripe about difficulty: I actually enjoy a lot of the strange interactions of the nodes even if they don’t work in my favor. And maybe I’ve just been dusted by the downside of RNG every time while someone else is raking in T5b—that’s always a possibility. But the basic mix of difficulty, time commitment, control and rewards could be tweaked a little for a better, more consistent experience in my opinion.
Dr. Zola
To be candid, this past weekend I decided to downshift from Epic to Expert (or whatever its called). Although I was getting slightly better, I was simply burning too many potions and rerolls to try to get through Epic twice, especially when my top champs were in AQ and AW.
For me personally, the value proposition isn't worth it after about ten days of Epic (i.e. twenty runs). My net haul was 5 pulls of 1000 T2A, one pull of 1000 5* shards, and the rest 250 5* shards.
Thing is, buffing the rewards wouldn't make it any less difficult, it would just put more pressure on me to do them anyway. And no matter what the rewards are, for any player less skilled than me it won't matter, and for any player significantly stronger than me they are already getting a pretty good deal on those rewards since they are completing it without any significant expenditure of any resources. I don't think there's any way to set that value in such a way that anything more than a tiny sliver of the player population would concur the value proposition was appropriate.
I agree with you about buffing the rewards—it would make the labs more compulsory for veterans who want the materials for resource hungry champs. And that’s a recipe for burnout/rage quit.
I have adapted my approach yet again—running Epic every couple of days and punting if I see a ridiculous lineup of champs whose main counter is stuck in AQ or AW. Not worth it. I “reroll” the map and don’t sweat it.
Neither map is good? Run until I die and never waste a pot. Keep getting the same nodes over and over even after you randomize? Don’t sweat it—not worth it. Phone call interrupts and when you go back the nodes you re-randomized are reset? Roll again and don’t sweat it.
To date, I’ve gotten all 250 5* shards and one 1000 T2a. That’s over about a dozen finishes of Epic, and my entries are that limited partly because of vacation and partly because of disinterest. Again, my issue as much as anything is time—I value the half hour or so it takes me to knock a pass out. With everything else in game and life going on, labs are relegated to an afterthought.
The irony is that Expert, which one would expect to yield a steady stream of small 5* shards prizes, has given me nothing but T4b/c shards—something I’ve been swimming in for a while. Go figure.
Is the event a bust? Not exactly, but it’s underwhelming at best. Something needs to be tweaked, or maybe the overall format needs to be rethought. Shorten the map, give more randomizers, allow champ swaps, allow players to place opponents on the nodes, or something. As is, it only seems to work for the players who have access to that kind of rewards already or who enjoy self-abuse.
Dr. Zola
I am not someone who religiously hates random rewards. However, for an event like this where you're doing two possibly very difficult runs a day for a month, I would have probably designed the rewards around currency. Maybe the different tiers would have different currency, or maybe the higher tiers would just give more currency (which is much more difficult to balance). But the notion that an expert tier player should be able to decide to shift their rewards in the direction of T4B or T4CC or 5* shards depending on what they need the most seems to make more sense when it comes to a marathon event which this is.
Especially since our entries are limited, so it is not like everyone is just scooping up the easier tier rewards. Everyone is pushing themselves to the highest tier they feel they can complete comfortably (or otherwise). So unlike an event where everyone gets to do both easy and hard tasks, this is much more of an intensive grind (or could be).
After about a week-plus of Labs, my views have shifted slightly. They aren’t bad and are still pretty fun, and (much like the Sentinel boss in DRs), they are useful in improving skills and developing your strategy and play style for different high-end scenarios. I’m still not hardcore about them—if I’m out of rerolls and the odds are impossibly long, I fight until I’m done and call it a day. No reviving unless I’m close to finishing.
However, what I would tweak about them is the overall value proposition: for the difficulty and time investment (I occasionally run into multiple 300-400 hit KOs), I would either (a) increase the rerolls available daily or (b) remove the lowest possible prizes. I’m fine with getting 250 5* shards for what turns out to be a half hour of effort if I have a little more control over swapping the nodes I face; alternatively, I’m fine with getting stuck with crummy nodes and 8 rerolls/day if there’s a promise of more than 250 5* shards at stake. But the balance feels a little off right now.
This isn’t a gripe about difficulty: I actually enjoy a lot of the strange interactions of the nodes even if they don’t work in my favor. And maybe I’ve just been dusted by the downside of RNG every time while someone else is raking in T5b—that’s always a possibility. But the basic mix of difficulty, time commitment, control and rewards could be tweaked a little for a better, more consistent experience in my opinion.
Dr. Zola
To be candid, this past weekend I decided to downshift from Epic to Expert (or whatever its called). Although I was getting slightly better, I was simply burning too many potions and rerolls to try to get through Epic twice, especially when my top champs were in AQ and AW.
For me personally, the value proposition isn't worth it after about ten days of Epic (i.e. twenty runs). My net haul was 5 pulls of 1000 T2A, one pull of 1000 5* shards, and the rest 250 5* shards.
Thing is, buffing the rewards wouldn't make it any less difficult, it would just put more pressure on me to do them anyway. And no matter what the rewards are, for any player less skilled than me it won't matter, and for any player significantly stronger than me they are already getting a pretty good deal on those rewards since they are completing it without any significant expenditure of any resources. I don't think there's any way to set that value in such a way that anything more than a tiny sliver of the player population would concur the value proposition was appropriate.
I agree with you about buffing the rewards—it would make the labs more compulsory for veterans who want the materials for resource hungry champs. And that’s a recipe for burnout/rage quit.
I have adapted my approach yet again—running Epic every couple of days and punting if I see a ridiculous lineup of champs whose main counter is stuck in AQ or AW. Not worth it. I “reroll” the map and don’t sweat it.
Neither map is good? Run until I die and never waste a pot. Keep getting the same nodes over and over even after you randomize? Don’t sweat it—not worth it. Phone call interrupts and when you go back the nodes you re-randomized are reset? Roll again and don’t sweat it.
To date, I’ve gotten all 250 5* shards and one 1000 T2a. That’s over about a dozen finishes of Epic, and my entries are that limited partly because of vacation and partly because of disinterest. Again, my issue as much as anything is time—I value the half hour or so it takes me to knock a pass out. With everything else in game and life going on, labs are relegated to an afterthought.
The irony is that Expert, which one would expect to yield a steady stream of small 5* shards prizes, has given me nothing but T4b/c shards—something I’ve been swimming in for a while. Go figure.
Is the event a bust? Not exactly, but it’s underwhelming at best. Something needs to be tweaked, or maybe the overall format needs to be rethought. Shorten the map, give more randomizers, allow champ swaps, allow players to place opponents on the nodes, or something. As is, it only seems to work for the players who have access to that kind of rewards already or who enjoy self-abuse.
Dr. Zola
I am not someone who religiously hates random rewards. However, for an event like this where you're doing two possibly very difficult runs a day for a month, I would have probably designed the rewards around currency. Maybe the different tiers would have different currency, or maybe the higher tiers would just give more currency (which is much more difficult to balance). But the notion that an expert tier player should be able to decide to shift their rewards in the direction of T4B or T4CC or 5* shards depending on what they need the most seems to make more sense when it comes to a marathon event which this is.
Especially since our entries are limited, so it is not like everyone is just scooping up the easier tier rewards. Everyone is pushing themselves to the highest tier they feel they can complete comfortably (or otherwise). So unlike an event where everyone gets to do both easy and hard tasks, this is much more of an intensive grind (or could be).
That’s totally fair, and honestly something I thought about the first couple of runs through labs. Make them Symbiotic shards or something that can be combined or used as currency to buy items like Infinity Dust was.
Makes more sense than what we have—just an odd combination of features and restrictions.
Same problem used to happen in Modoks Lab. I guess they never bothered to fix it....
Reroll
Unhappy with reroll but Need to buy more rerolls
Go buy more rerolls in the store
Come back into the occult lab to see that Nodes have reverted back to their original.
But if you wanted to reroll anyway then it doesnt matter what the nodes are. Its only a problem if you quit out of the lab for another reason
It matters because you will have just wasted rerolls. Its retty silly that this issue hasn’t been fixed. It was a problem back during Modoks Lab many months ago.
Same problem used to happen in Modoks Lab. I guess they never bothered to fix it....
Reroll
Unhappy with reroll but Need to buy more rerolls
Go buy more rerolls in the store
Come back into the occult lab to see that Nodes have reverted back to their original.
But if you wanted to reroll anyway then it doesnt matter what the nodes are. Its only a problem if you quit out of the lab for another reason
It matters because you will have just wasted rerolls. Its retty silly that this issue hasn’t been fixed. It was a problem back during Modoks Lab many months ago.
He's saying if you leave the map specifically to buy rerolls, then because you were going to reroll the nodes anyway it doesn't matter if they stay the same or revert to the initial state, because you're going to reroll them anyway.
This only hurts if you reroll into a combination you *like* but then leave for some reason. It has no effect whatsoever on someone intending to reroll a combination they don't want.
Same problem used to happen in Modoks Lab. I guess they never bothered to fix it....
Reroll
Unhappy with reroll but Need to buy more rerolls
Go buy more rerolls in the store
Come back into the occult lab to see that Nodes have reverted back to their original.
But if you wanted to reroll anyway then it doesnt matter what the nodes are. Its only a problem if you quit out of the lab for another reason
It matters because you will have just wasted rerolls. Its retty silly that this issue hasn’t been fixed. It was a problem back during Modoks Lab many months ago.
I’m sorry you was gonna reroll(wow thre times autowrong) you went to buy more tokens to reroll so it doesn’t matter if they was reset, seeing as you was gonna reroll anyway(the reroll failed before you left)
Why do some enemies have 1 or 2 nodes and then next fight you have someone with 6 nodes. Makes no sense. Each enemy should have the same number of nodes. It would make it a lot more consistent and you wouldnt feel shafted like now when you get a hard enemy with 6 nodes on them when the previous fight was a OG captain america with 2 nodes.
One shot of 1000 T2a from Epic Lab crystals, 20-ish pulls of 250 5* shards. Nothing else.
There’s RNG, and then there’s...whatever this is. What’s often a fun and challenging event is marred by some of the stingiest prize rewards this game has ever seen.
If Labs come back again, fix the value proposition so it’s more commensurate with the effort.
I’ve been a player since the game first came out and I very rarely complain about anything, but Epic occult labs are a frustrating mess. Defenders and buffs need to be less random. Epic is the only level with rewards that are at all worth doing for me, but I either breeze through them or get stopped cold depending on the defenders I draw and the number of buffs they have. And the randomizers don’t always help, either, because if a defender has 5 buffs, sometimes you can re-roll 5-10 times and still get an impossible or unreasonable combination of buffs. There should be a cap on the defender buffs, or restricted combinations so you don’t get combos like power shield with rage, 200% power gain, etc stacked on top of each other... it’s gotten to where half of the time I scan the map, shake my head and sigh in disgust, then quit out. I’ve never had a problem enjoyably completing all challenges you’ve thrown at us before, from the most challenging of uncollected EQs to ROL/LOL, but occult labs have proven to be unreasonable and unbalanced. You guys have really been improving the game recently with interesting new content, better communication, and champ reworks, all of which I appreciate, but I feel like you missed the mark with occult labs. I hope you will consider revamping them if it’s something you ever bring back.
Challenging but the RNG rewards are enticing enough for me to do them daily but if it gets too op I just quit out of it without thinking I have lost so much time and effort.
The key is definitely having the right champions in your roster and selecting the most manageable nodes with your randomizer. I probably got 5k t5b frag and 9k worth of t2a frag so far and just gave up maybe 2 because AW attack phase and AQ map 6 ongoing and took my best champs from participating. 500 5* min daily isn't bad either if I miss out on the better rewards...
These are just terrible and frustrating. All RNG. RNG this. RNG that. It's getting too ridiculous. Spent more on resources these path 2 months than I EVER HAVE in 2.5 years!
What do you expect, all they do is reput the events with less rewards
Except it isn't less rewards. There were no T5 basics in Modok.
If you get lesser rewards then for you it is less rewards. My rewards have by far been worse than MODOK'S labs. Mostly a few T4B shards and T2A shards. And not impressive numbers at that. So yes, much worse than MODOK'S labs
Comments
A significant chunk of the monthly quests rewards are PHC, 3*, 4* and 5* crystals or shards, and fundamentally speaking all of those are essentially random rewards, no different than the Occult Labs awarding a crystal, but the crystal itself having random drops. T4CC fragment crystals and signature stone crystals are also random drop.
Reroll
Unhappy with reroll but Need to buy more rerolls
Go buy more rerolls in the store
Come back into the occult lab to see that Nodes have reverted back to their original.
However, what I would tweak about them is the overall value proposition: for the difficulty and time investment (I occasionally run into multiple 300-400 hit KOs), I would either (a) increase the rerolls available daily or (b) remove the lowest possible prizes. I’m fine with getting 250 5* shards for what turns out to be a half hour of effort if I have a little more control over swapping the nodes I face; alternatively, I’m fine with getting stuck with crummy nodes and 8 rerolls/day if there’s a promise of more than 250 5* shards at stake. But the balance feels a little off right now.
This isn’t a gripe about difficulty: I actually enjoy a lot of the strange interactions of the nodes even if they don’t work in my favor. And maybe I’ve just been dusted by the downside of RNG every time while someone else is raking in T5b—that’s always a possibility. But the basic mix of difficulty, time commitment, control and rewards could be tweaked a little for a better, more consistent experience in my opinion.
Dr. Zola
But if you wanted to reroll anyway then it doesnt matter what the nodes are. Its only a problem if you quit out of the lab for another reason
I took 4 4* rank 5. Depending on RNG, manageable (first attempt at this event).
To be candid, this past weekend I decided to downshift from Epic to Expert (or whatever its called). Although I was getting slightly better, I was simply burning too many potions and rerolls to try to get through Epic twice, especially when my top champs were in AQ and AW.
For me personally, the value proposition isn't worth it after about ten days of Epic (i.e. twenty runs). My net haul was 5 pulls of 1000 T2A, one pull of 1000 5* shards, and the rest 250 5* shards.
Thing is, buffing the rewards wouldn't make it any less difficult, it would just put more pressure on me to do them anyway. And no matter what the rewards are, for any player less skilled than me it won't matter, and for any player significantly stronger than me they are already getting a pretty good deal on those rewards since they are completing it without any significant expenditure of any resources. I don't think there's any way to set that value in such a way that anything more than a tiny sliver of the player population would concur the value proposition was appropriate.
I agree with you about buffing the rewards—it would make the labs more compulsory for veterans who want the materials for resource hungry champs. And that’s a recipe for burnout/rage quit.
I have adapted my approach yet again—running Epic every couple of days and punting if I see a ridiculous lineup of champs whose main counter is stuck in AQ or AW. Not worth it. I “reroll” the map and don’t sweat it.
Neither map is good? Run until I die and never waste a pot. Keep getting the same nodes over and over even after you randomize? Don’t sweat it—not worth it. Phone call interrupts and when you go back the nodes you re-randomized are reset? Roll again and don’t sweat it.
To date, I’ve gotten all 250 5* shards and one 1000 T2a. That’s over about a dozen finishes of Epic, and my entries are that limited partly because of vacation and partly because of disinterest. Again, my issue as much as anything is time—I value the half hour or so it takes me to knock a pass out. With everything else in game and life going on, labs are relegated to an afterthought.
The irony is that Expert, which one would expect to yield a steady stream of small 5* shards prizes, has given me nothing but T4b/c shards—something I’ve been swimming in for a while. Go figure.
Is the event a bust? Not exactly, but it’s underwhelming at best. Something needs to be tweaked, or maybe the overall format needs to be rethought. Shorten the map, give more randomizers, allow champ swaps, allow players to place opponents on the nodes, or something. As is, it only seems to work for the players who have access to that kind of rewards already or who enjoy self-abuse.
Dr. Zola
Bane
Rage
Explosive Personality
Explosive Personality
Aspect of Chaos
Not unbeatable; and (theoretically) opportunities to use the Bane to my advantage.
But so much to keep track of! Two types of Fury, Armour, Bane, PF charges and an effect that switches our health with an invisible timer!
Didn't realise the Aspect of Chaos effect could be used to heal: it kicked in just before I won - so I lost - and so Phoenix started the next fight on 85% health. Grrr.
Next time: send in low-health champ; wait for the switch, then take her out with free healing. Much better.
I almost had that happen to me. First or second fight, in with Blade. Aspect of Chaos kicks in, I go down to 1% health. Blade prevents them from gaining life, they bleed out and die. Meanwhile I'm stuck with an almost dead Blade.
Ow! Sympathies.
I am not someone who religiously hates random rewards. However, for an event like this where you're doing two possibly very difficult runs a day for a month, I would have probably designed the rewards around currency. Maybe the different tiers would have different currency, or maybe the higher tiers would just give more currency (which is much more difficult to balance). But the notion that an expert tier player should be able to decide to shift their rewards in the direction of T4B or T4CC or 5* shards depending on what they need the most seems to make more sense when it comes to a marathon event which this is.
Especially since our entries are limited, so it is not like everyone is just scooping up the easier tier rewards. Everyone is pushing themselves to the highest tier they feel they can complete comfortably (or otherwise). So unlike an event where everyone gets to do both easy and hard tasks, this is much more of an intensive grind (or could be).
That’s totally fair, and honestly something I thought about the first couple of runs through labs. Make them Symbiotic shards or something that can be combined or used as currency to buy items like Infinity Dust was.
Makes more sense than what we have—just an odd combination of features and restrictions.
Dr. Zola
It matters because you will have just wasted rerolls. Its retty silly that this issue hasn’t been fixed. It was a problem back during Modoks Lab many months ago.
He's saying if you leave the map specifically to buy rerolls, then because you were going to reroll the nodes anyway it doesn't matter if they stay the same or revert to the initial state, because you're going to reroll them anyway.
This only hurts if you reroll into a combination you *like* but then leave for some reason. It has no effect whatsoever on someone intending to reroll a combination they don't want.
I’m sorry you was gonna reroll(wow thre times autowrong) you went to buy more tokens to reroll so it doesn’t matter if they was reset, seeing as you was gonna reroll anyway(the reroll failed before you left)
There’s RNG, and then there’s...whatever this is. What’s often a fun and challenging event is marred by some of the stingiest prize rewards this game has ever seen.
If Labs come back again, fix the value proposition so it’s more commensurate with the effort.
Dr. Zola
Guaranteed 300 shards
Lesser time to complete
Lower difficulty
Except it isn't less rewards. There were no T5 basics in Modok.
I’ve been a player since the game first came out and I very rarely complain about anything, but Epic occult labs are a frustrating mess. Defenders and buffs need to be less random. Epic is the only level with rewards that are at all worth doing for me, but I either breeze through them or get stopped cold depending on the defenders I draw and the number of buffs they have. And the randomizers don’t always help, either, because if a defender has 5 buffs, sometimes you can re-roll 5-10 times and still get an impossible or unreasonable combination of buffs. There should be a cap on the defender buffs, or restricted combinations so you don’t get combos like power shield with rage, 200% power gain, etc stacked on top of each other... it’s gotten to where half of the time I scan the map, shake my head and sigh in disgust, then quit out. I’ve never had a problem enjoyably completing all challenges you’ve thrown at us before, from the most challenging of uncollected EQs to ROL/LOL, but occult labs have proven to be unreasonable and unbalanced. You guys have really been improving the game recently with interesting new content, better communication, and champ reworks, all of which I appreciate, but I feel like you missed the mark with occult labs. I hope you will consider revamping them if it’s something you ever bring back.
Challenging but the RNG rewards are enticing enough for me to do them daily but if it gets too op I just quit out of it without thinking I have lost so much time and effort.
The key is definitely having the right champions in your roster and selecting the most manageable nodes with your randomizer. I probably got 5k t5b frag and 9k worth of t2a frag so far and just gave up maybe 2 because AW attack phase and AQ map 6 ongoing and took my best champs from participating. 500 5* min daily isn't bad either if I miss out on the better rewards...
Instant SP3.
If you get lesser rewards then for you it is less rewards. My rewards have by far been worse than MODOK'S labs. Mostly a few T4B shards and T2A shards. And not impressive numbers at that. So yes, much worse than MODOK'S labs