That CL10 challenge node is...

Beating this on the open, okay.
Beating it on the grind, x3, this century for placement… o:)

I remember how hard the 5* required nodes were when those first started and my 5* roster was pathetic. For some of us it’s been a fairly long time since anything was an actual challenge in this game. It will be a while before I can regularly complete the challenge mode, but until then I will just work on max progression rewards and not worry about placement as much.

As a progression-only player I kind of like that it’s this hard. It brings me a bit of that accomplishment I used to feel trying to do a Crash node in DDQ with a 1 purple cover Professor X or whatever.

Yeah, definitely. This is why the challenge node belongs in DDQ and not PVE, as long as PVE is timing based.

It’s fine to have a challenge node in pve. But it should be separate from the 7/6 scoring grind.

Why is it fine, and why would it not be a daily rotated DDQ node? This would seem much easier to me and decoupled from the placement/scoring of PVE?

Maybe it’s not supposed to be easy.

You’re trying really hard to fix a problem that the devs might not see as a problem in the first place.

I think we need a separate topic for these Challenge Nodes, based on our (the community’s) actually used solutions.

Not a theory. Nothing on paper. What you used to win.

This way, people can refer to them for different ways. If person A says I used Thorkoye and Medusa (example), and B says they used Gritty and 5X… Theres two different real solutions that others can draw upon if needed.

For example, against that Doom team, for all 4 clears, i used (all champed, 5*s babychamp) Gritty & 5X.

But against Carnage in “I Have A Plan”, i had to use Gritty Bishop to stun Carnage for 4 turns, long enough to kill him and let my buffing continue in peace for a bit. This worked for 2 clears before Bishop was too ‘thin’ to take more than 1 hit. I used J4ggs/SW/DP to whales them, with a black support on J4ggs, so he tanked everything but purple, and made sure to cascade into purples when possible. Targetted greens secondary to use Hex Bolt to grab purples.

Today, in Backup Plan, Kitty, Valk, Hela. Only takes a couple turns to get your strikes out. The 3 enemies generate so much green, Hela’s passive kicks them each turn. Bounty Hunter is easy to trigger each turn, increasing your green. Let Hela’s green fly as much as possible. Use her red to overwrite pesky tiles. Finally, dont forget to let the hazards kill enemy tiles for you if you can move yours out of the way.

All in all, a repository of knowledge will help everyone in the long run, because we all know these nodes are gonna pop right back up next time around.

I still think that if they didn’t make us do every nodes 4 times, and it was just 2 for max progression, it would be way more fun.

If only there were a medium that could exist in which a dev could post their intentions and the methods behind their madness. A forum for conversation, of a sorts, maybe?

It’s a shame you’re new here, otherwise you’d know better than to think that’s a reasonable response based on the way these forums interact with anything the devs say.

LOL

I know exactly what I said and why. :slight_smile:

Wait…pve is supposed to be “fun”? I have been doing it wrong all this time…

I beat them at lvl650 on the first try using my lvl452 BRB, lvl 451 kitty, and lvl 420 carnage. Took 12 minutes though. Edit: forgot to mention I used a MBW TU.

I used to play scl9 competitively but now do scl10 for progression. It’s great being able to clear nodes whenever I feel like it and still get better rewards. Now that I’m no longer racing against the clock I can sit back and puzzle through these difficult battles.

I used PX/Thor/Iceman on Doom node and on Carnage node late clears. Fourth through seventh, for sure.

Used different teams earlier, and I forgot which one in Meet R&G by now, but for Carnage, first 3 clears I did with SpiderGwen/Miles/Miguel. Wiped couple of times on 3rd try (really dry boards) and with no more health packs tried the team that worked previous pve. Without PX boost, it took a while longer, but it was still possible to stunlock all 3. Except one bad board without match 4’s and running out of blue tiles (stupid “neutral” CDs). Retreated that time.

Kept stunning carnage with cap. venom’s match damage was enough to trigger cap’s countdowns but not cause too much pain, once you get 6 charged tiles down, boosted with 20+ team up from Okoye. My Cap was hitting over 100k with a stun added in! Enough board management and was often ending the fight with Okoye and Hawkeye in full health. Though did fail spectacularly on some occasions.

Unfortunately I don’t seem to have any of team combos being offered up here to beat this node. I did succeed in one clear but even the 2nd clear is too difficult for my Thorkoye + whoever it seems.

I think there is a real Orde of Operations for who to attack first on this one.

Thanks for the Vulture/Riri tip, I paired them with Okoye and did the 2nd, 3rd and 4th clear with them. I did wipe once but on the other 3 clears, I didn’t take much damage with Vulture airborne and Okoye healing. You have to keep throwing Carbage airborne and then, for me I focused on the symbiote as Venom wasn’t much trouble for me, just kept black AP away from him. Eventually Okoye’s passive damage boost makes Riri’s blue and green do amazing damage and then you use Okoye’s red to control countdown tiles of keep black matches away from Venom. Finally, Vulture just mass produced enough green/blue to never let Carbage do anything. The first few turns are critical though to get enough black to get Vulture airborne. The fourth and final clear I did, I did bring AP boosts to ensure I could get the engine going fast enough.

They couldn’t handle Carnage, but Prof/Kitty/5torm dealt with the sub 2 Mindless Ones just fine. Takes forever, but they have enough board control and tanking power that they can last long enough to eventually grind them down.