Welcome to Shield. Remind me why we're not supposed to be able to finish?
RentedPanda
Posts: 95 Match Maker
I seem to recall when this rolled out it was acknowledged that it was supposed to be challenging and not all players would be able to finish. Am I right? If so, was there a reason why? I enjoy the more inclusive "Introducing" events and wonder why Welcome needs to be hard, now that rewards have been reduced. I was able to complete previous largely due to invis-using characters, but struggled today. I could have quit - I get that I don't miss out on much if I do, but I still want to finish (if I was not a completionist to a stupid degree, I probably would have stopped playing long ago). Was it ever explained why was it set at a CL10 type difficulty? I mean, I don't have a huge problem trading Whales, bonus TU AP, and health packs for the ability to continue and the rewards (iso and cp, some shards), but just pondering the rationale. Happy playing!
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Comments
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Not every roster can complete every event. I know that is the most simplistic response.
It is what it is, just keep getting your roster stronger.4 -
WtS is some of my favorite content to date.
Super challenging, and I really feel like I accomplished something when beating it with a low-level roster.
I don't play SCL10 yet, since I don't want all the repetition and huge time investment, and WtS gives me a bite-size taste of what it's like at that higher level.
The combination of having the easy "Introduction" event, and limited reward loss (except the LT at the top), feels like a suitable tradeoff. And easier requirements in general to reach full completion, compared to the old ST, which I was never able to complete even once (and have done all three of the WtS so far).
Beating the day two node is a matter of neutralizing or downing the goon ASAP.
I won on my second attempt with Valkyrie, and a 3* Yaro Root (53% chance of +5 green AP), a +2 green AP boost, +1 all, and an MBW sting TU.
If Yaro procs, you can hit the goon immediately with Misty green.
It didn't happen in my case, and I got lucky that the AI chose to fire the goon's green, instead of waiting for Riri.
But in general, Bounty and green matches fuel Misty's green, and careful denial of AP can help survive.
I used the TU on Mockingbird when she had enough purple to steal my green, and no one ever got below about 80% health.4 -
Interesting, maybe I just need to think more strategically instead of relying on teamups. Or maybe I had unlucky boards, as Riri was downing characters very quickly0
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RentedPanda said:I seem to recall when this rolled out it was acknowledged that it was supposed to be challenging and not all players would be able to finish. Am I right? If so, was there a reason why? I enjoy the more inclusive "Introducing" events and wonder why Welcome needs to be hard, now that rewards have been reduced. I was able to complete previous largely due to invis-using characters, but struggled today. I could have quit - I get that I don't miss out on much if I do, but I still want to finish (if I was not a completionist to a stupid degree, I probably would have stopped playing long ago). Was it ever explained why was it set at a CL10 type difficulty? I mean, I don't have a huge problem trading Whales, bonus TU AP, and health packs for the ability to continue and the rewards (iso and cp, some shards), but just pondering the rationale. Happy playing!reduced or not, the 'welcome to shield' rewards are still firmly in the category that demi considers 'extremely high value) (i.e., LTs and CPs). Demi is still quite restrictive with these rewards, and tends not give them away to any player/roster willing to spend 10 minutes with the game (in contrast to the 15 shards available in 'introducing' which ARE treated as trivial).I continue to think that the pick-1 system in the 5e nodes is a bit frustrating (mostly from the resource consumption stand point. experimental, trial-and-error gameplay is especially punishing in MPQ). But i don't actually have a problem with very challenging content per se. And as a mid-tier vet who has just about every character, but doesn't champ every 4* and 5* within hours of their entry to the LT pool, I have found that welcome to shield is an improvement over the shield training system in almost all respects. I get some one-off, challengning content, I get a much better feel for the new character, and end up getting all the rewards (whereas before I just about never got through the entire bottom row of 1v1 nodes for the LT). I wish 'welcome to shield' was available for 5* releases too!(also, after going through several of these now, it seems pretty clear that the challenging 5e nodes are all boiling down to 'who is the best 3* or 4* to fuel the new character?' If the new release boosts tiles well, use valkyrie. If not, just use the best battery for whatever color(s) the new release uses for a nuke. and target the doombot first!)0
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Bishop, 4* Prof X, Valkyrie are guaranteed to do the job. If you are feeling adventurous, you can try other playstyles.
Things to take note: they changed enemy TU from Ares's Onslaught to Squirrel Girl's The Bigger They Are that ends their turn. So, you might want to take advantage of this.0 -
froggerjohn said:...
I don't play SCL10 yet, since I don't want all the repetition and huge time investment, and WtS gives me a bite-size taste of what it's like at that higher level.
...1 -
I actually enjoy welcome to shield now compared to the straight up paywall or luck base it use to be.
Also enjoy getting a feel for the new character0 -
These nodes are quite frustrating in a lot of ways, but usually there is a way.
I have always thought though that using a goon with normal chars is basically cheating (or an artificial way of raising the difficulty), and in this case (the one with the doombot and riri) it was particularly frustrating as Riri was getting green AP to send someone Airbone but then the doombot was also stunning someone (so two chars locked), so it was particularly frustrating (and as someone said, dealing with the bot fast was mandatory to beat the node).
I have a champed GG and even then I needed like 5-6 tries until I could get a decent board and found a decent partner for the team.
I think at the very least, to allow more experimentation, these events should not consume health packs.
PS: One thing I always forget as I am a 5 player and I usually dont look too much to 4 chars (except the broken ones of course), is that the featured 4 is super important to beat the node.0 -
RentedPanda said:Interesting, maybe I just need to think more strategically instead of relying on teamups. Or maybe I had unlucky boards, as Riri was downing characters very quickly0
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RentedPanda said:I seem to recall when this rolled out it was acknowledged that it was supposed to be challenging and not all players would be able to finish. Am I right? If so, was there a reason why? I enjoy the more inclusive "Introducing" events and wonder why Welcome needs to be hard, now that rewards have been reduced. I was able to complete previous largely due to invis-using characters, but struggled today. I could have quit - I get that I don't miss out on much if I do, but I still want to finish (if I was not a completionist to a stupid degree, I probably would have stopped playing long ago). Was it ever explained why was it set at a CL10 type difficulty? I mean, I don't have a huge problem trading Whales, bonus TU AP, and health packs for the ability to continue and the rewards (iso and cp, some shards), but just pondering the rationale. Happy playing!
IMO, it's to drive you (the player) to want something. Because it's SO hard, but somehow attainable when you throw your boosts and whales at it, you feel accomplished when you complete it. When you complete it, you're just *that* much more invested in the game now, emotionally. I know it sounds weird, but its true on the tiniest of levels. Probably not the same as "I just dropped $100 on this mobile game, now I gotta get my usage out of it", but still, you feel a bit better with it because "you did it!"
As time goes on, and more of these events unfurl, you'll do this over and over, getting stronger and stronger, to the point where its no longer a challenge, and yet you still find yourself doing this because its the pattern, plain 'n simple. You want those rewards, you get those rewards -- but the challenge isn't what it once was. That's okay... your time-to-grind per day has gotten less and less, and so you justify it by looking back, seeing how much your roster has grown, and you gain just a hint of pride from that. This insurmountable obstacle is now just a speed bump in your daily grind!
And so, you're more attached to the game, because of this thing that seemed difficult, but able to be defeated when you put your mind (and resources) to the task.
Now lets flip it -- lets say the task was easier for everyone across the board.
No one will gain more attachment to the game. It becomes just *another* PvE event within our slog, and it fails to stand out. It's pretty much a hand-out of resources to those who dedicate a little more time during that day's resource grab. This will not create any more attachment from anyone. If anything positive is gained (for the company's purpose), its that its customers (players) might appreciate the small bump in resources gained (and it would be mighty small, we all know), and happy players are complacent. Even still, some would be upset at the idea of extra time needed during their grind just to collect these minuscule extra resources. There's not nearly enough "good vibes" earned towards the company that would lead any players to extra expenditure.
SOOOOOOOO.....
They make it *this* way. Its hard, but not TOO hard. There's stages of difficulty that we, the players, can rate ourselves on. They force loaners on us, so that no one is excluded, but yet that final teammate depends on US -- OUR ROSTER. Which creates a feeling within us, to supply the best fit to complete the task. If you got a champed 5* that fits, great! You're awesome. You have an easier time clearing it (unless you only got Wasp... had to throw that in here! ). If you don't have a 'good fit', then you throw your best at it, maybe a few boosts, and push it out as best as you can. At worst, you're throwing 3* DP in, some TU boosts, and praying that you'll make it to 14 TU before the enemy wipes you.
In other words, its attainable by anyone, but easier for those that have spent time doing the grind or spent cash on the game (or both). As time goes on, and these events replay themselves, you'll get stronger, and feel better about the entire thing (and your roster), because you'll have 'grown', and the proof is right there. You're using DP whales one day, and later on, only maybe a few boosts to AP and a good 5*... then eventually just throwing in your champed 5* one day, because you can. And that creates pride in the player, and a long-lasting one at that.
I'm stating all of this because it's me. This was me. I've been around for so long, but didn't know how to properly hoard and manage resources, and it took me SO long to figure it all out. The Crash of the Titans was my 'obstacle' when it first came about. Of course, before that, I remember the Gauntlets, and Heroics, and other like events where I'd never make it... but I'd do my best. The Crash was the first thing I really remember making me feel like @RentedPanda .. I would clear them when I could, but more often than not, I'd have to skip them. Then one day, I started being able to 'scrape by'. I'd clear Nick Fury's crash against Magneto, with a lvl 127 Fury, and meticulously using boosts and gunning for blue AP, all while denying red and blue when possible. If I got TWO uses of Fury's blue out there, THAT's when I'd win. But I think it took me over an hour of playing to get that perfect board! And man, was I happy when I completed that!
Fast forward, and now I just look forward to the "free" LT every 5 days. Its a cake walk when everyone 4* and lower is champed. And none of this would've been possible without my constant grind, and the small amounts of attachment gained when I complete these difficult challenges. I probably would've quit a long time ago, because I've never really spent more than $20 in any one sitting, and even then, that was once. I've never been beholden to spending money on a mobile game. But here I am... day 2464. And its all because they designed these stages to constantly test your resolve, your roster, and slowly endear you to their model, that one day, your roster can best every challenge without question -- and here's a bundle to help you get there quicker.
Sorry for being so wordy. If this doesn't describe your situation, then it probably doesn't "fit you"... but this is what it's like for me. I think the mental game they play with us is sadistic and accurate. And to be quite honest, it's just up my alley.12 -
Having to resort to using a Whales TU is a flaw in the game in my opinion. Surely, some fights are tougher than others and you might not get to win every time. But if people with a very well-developed roster (ie champed 5*) struggle and need Whales I think there is something wrong.0
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Some of my alliance mates with modest roosters have been doing them using characters that can be invisible. Prof4 is good because he will boost Misty’s tiles. Just thought this might help3
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Wonko33 said:Some of my alliance mates with modest roosters have been doing them using characters that can be invisible. Prof4 is good because he will boost Misty’s tiles. Just thought this might help2
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I managed it with Valkyrie but she is a decent 307 level. My Gobby is 2/2 in black and purple and lvl 255 so he wasn't looking to be too much help but to my surprise he actually survived to the end with Valk.0
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Vulture's definitely done a lot of the heavy lifting for me, so far, although I don't have Goblin so my progress would always be limited.
My biggest problem with this event is that with the enemies fixed and some of the nodes being very challenging, it can be a horrible showcase of the new character's potential. Granted, they always have the "Introducing" event to do that, but I think it's a flaw in the event itself when playing it makes me less interested in the new character because the "Pick 1" format really sells them short at times. Even Shuri/Misty who should theoretically have some decent synergy really get undervalued by putting them against the Day 1 team with the Ultron bot who limits the ability to keep fortified tiles around and on Day 2 against a purple-fed SWitch. Are these nodes unbeatable? Absolutely not, but it's not the new character who shines, which kind of defeats the point IMHO...
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liminal_lad said:Wonko33 said:Some of my alliance mates with modest roosters have been doing them using characters that can be invisible. Prof4 is good because he will boost Misty’s tiles. Just thought this might help0
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Someone correct me if I’m wrong, but from a pure resource utilization standpoint, absolute worst case scenario, Welcome To SHIELD would use 30 days worth of accumulated Deadpool points and is offered every 28 days.
So any WTS where you can clear any one of the three Column 4 nodes without whaling means you’ll be able to keep pace.0 -
I'd rather have a very difficult event than one that I am always locked out of.3
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Star-Lord is the big problem this time. Not managed to beat this yet with any of the usual suspects.0
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DAZ0273 said:Star-Lord is the big problem this time. Not managed to beat this yet with any of the usual suspects.0
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