Infinite Pursuit preview is up. There are new rewards with 6* shards in SCL 10, full 5s in 9 and 10. Other stuff. Cool.
Level bands are shifted and new requirements kick in - scl 10 now requires SR 200.
The level banding seems unchanged from before which seems unlikely to me, unless this is a test run with new rewards but the same difficulty? Who knows until it starts. But SCL10 has said 65-650 since 2020.
And all this happens but we get no communication. Is this intended? A bug? will rewards swap out halfway through? Did someone screw up? Who the heck knows?
The level of competence on display sure is something else.
I’ve gone straight in at 10
Will I regret it? Will it be too difficult? Will the 10 or so shards for galactus make a difference to any of us?
Literally no one has the answers to any of this, have the devs thought out any of it?
50 6* shards in scl progression is quite generous!!! That’s 12 events == 1 cover. and thats not even considering the placement shards which run quite deep.
Whether this rate is good for the various types of players. high tier PVP/PVE. progression only players etc. can be up for debate. but even progression players can make steady certain progress.
This is just my personal opinion:
% based pulls works fine for players who can operate in large volumes. Yes, I can afford the 50 pull buttons. But overall the game is healthier when players can predict and control how their roster grows.
I’m very much infavor of some shards being accessible through placement and progression.
Scl8 has 2 LL tokens in progression and a CL token for t20 placement. Also 425 5* shards from progression and 300 for t20 placement. But no Galactus shards.
Other than the 6* shards the only difference is the required SCL since the enemy power levels are the same. I suppose they could tweak the teams like they did in Unstable ISO 8 to include some of the newer characters. If this is the way all events will be now, then I’m good with that. I’m sure there will be a way to get covers soon, I’m sure by spending at 1st and then eventually something akin to LL tokens. I’ll grind mine out just like I did with the rest of my roster. The difference for me versus when 5’s came out was that my 4* roster was way less fleshed out than my current roster is. It took me almost 2 years to get my first 5* cover and maybe 3 or so years to get my 1st champed 5*. I’m currently sitting with about a dozen 5’s that are about 1/2 leveled and covered that still need to be champed, but I also just became ISO positive again since I 1st started building my 5* roster.
I honestly feel like this 6* rollout is the 1st thing the devs SEEM to be getting right since they implemented Unity. I don’t even mind that they want you to pay over $200 plus resources to be one of the first players to get him rostered. I’m sure there whales are happy to do it, the devs (and me) are happy for the revenue stream, and I’m happy to let them and grind mine out.
I don’t think they’re going back to roster based scaling.
The likeliest scenario, by far, is that somebody forgot to update the levels text in the description. If you’re expecting something different than that, prepare to be disappointed!
I will be playing CL8 because like lots of other people I play on two different devices and the challenges reset, so I can farm these small amounts of shards unintentionally as payback for all the damn times I’m halfway through a challenge only to have it reset.
Yup, those are some beefy symbiotes (+ token mindless one)
Are you finding the clears tough (I.e. actually losing occasionally?) Or just taking longer than usual?
Mostly a bit longer rather than tough. Although that depends on your roster. I pretty much used 4a5 M’baku and 3* Namor for every node and that was easy enough.
Since I don’t have any 6* that can deal 6* level damage, I have to rely on tricks like that. I bet if I ran boost week toons I’d have wiped a lot
@Gymp28 said:
Yup, those are some beefy symbiotes (+ token mindless one)
Are you finding the clears tough (I.e. actually losing occasionally?) Or just taking longer than usual?
Mostly a bit longer rather than tough. Although that depends on your roster. I pretty much used 4a5 M’baku and 3* Namor for every node and that was easy enough.
Since I don’t have any 6* that can deal 6* level damage, I have to rely on tricks like that. I bet if I ran boost week toons I’d have wiped a lot
I ran 672s and had no problems. The 3rd clear of the challenge node required some thought but that was about it. We’ll see about the 4th clear when that one stops crashing.
It felt like normal MPQ to me, but normal MPQ for me is fighting high level PvP teams.
@S0kun@DevpoolMPQ_BCS@IceIX How the hell is the quest reset bug still there? There’s also reports that it’s reliably executable since the patch rather than somewhat random. People being able to farm Galactus shards seems like a big problem. Especially since the main player base will take months to cover him.
Challenge node didn’t really get “hard” till clear 3. I eventually cheesed it with Yellowjacket with a 5* purple stone equipped. I was trying to put some gimmick Deadliest Woman teams together, but Carbage is always a hard one for that because of the second turn. Otherwise this just felt like normal PVE to me also. I’m getting the challenge clear 4 crash too. Well, not a crash, but a soft lock.