Why choose this event for the experiment? There are points changes, timing changes, scaling changes. A lot to process. We are supposed to give feedback somehow. But why not pick any other event?
- This event is hard. It always has been. See below for more reasons. So players who aren’t playing much PVE are playing a tough event to assess your brand new system. Yes, this event is huge health pack drain and always has been for me.
- Waves! (Difficulty) Every time you defeat an enemy someone else comes. If you haven’t kept down AP then Wolverine or whoever hits you with a Power when they come in. Frustrating.
- Waves! We are supposed to assess scaling effect when we are getting a range of levels in many nodes? Why not pick a simpler event in terms of enemies (just 3)?
- Waves! Many comments have been complaints about length of time to complete. This event always takes a long time to complete because there are so many enemies.
- Turn to smoke. Goes with waves. Many enemies leave attack tiles behind. Draining health every turn. So aggravating. And health pack draining.
- Caltrops. Maybe you are very good at getting rid of those attack tiles. Then there is the color agnostic trap tile which damages your whole team? And how about the “fun” of a random dropped tile matching and triggering caltrops?
In short, this event has always been frustrating to play because there are so many uncontrollable factors working against you. I am sure this isn’t helping people assess scaling and other changes.
I wish the dev had picked a simpler event for this experiment. Maybe they do too, now.