Best Of
Any reward package for players who completed this month’s absurd EQ?
Because, this EQ isn’t “adaptive,” it’s absurdly overtuned. The defenders feel like Everest-level defenders with health pools and attack values way beyond anything reasonable. Add in punishing, unfun interaction nodes, and it’s less “adaptive” and more “unplayable.”
Each fight is 5+ minutes of slogging, 16 fights per quest, burning through revives and potions— for what? Rewards that are barely on par with what we’ve already seen from the Valiant Gauntlet.
At first, I thought players calling this EQ garbage were exaggerating. Then I played it. Turns out, they were being generous. How did this even pass testing from the same team that claims to “keep player experience in mind”?
And look, I get it — mistakes can happen. Maybe the team thought boosts would make these fights go faster, but in practice that clearly hasn’t worked. Instead, it turned into a frustrating slog. When those mistakes translate into pure pain for the players, it only seems fair to compensate the ones who actually pushed through and finished it.
Now, plenty of players are skipping this EQ altogether. But for those of us who went through it, dealing with Kabam’s mistake and carrying the pain, shouldn’t there be something better than these insult-tier rewards?
If next month’s EQ really is going to be “less miserable,” fine. But that doesn’t erase the disaster this one turned out to be. Players who suffered through it deserve acknowledgment— and better rewards than what we got.
Re: Character Wishlist Thread 3.0
Iron Fist (Jorani) From Eyes Of Wakanda
Scarlet Samurai pls, since we got Silver Samurai now
And to finishi things up
Yukio from The Japanese Wolverine Movie
Yukio has always been one of my Most Wanted champs
Its so fun to imagine a team with Lady Deathstrike , Silver Samurai , Scarlet Samurai and Yukio
Adaptive EQ (warning this post contains, at least in part, some positive feedback)
And yeah, a lot of us veterans have the old "These kids today.. in my day we walked to school barefoot in the snow, uphill.. both ways.." (did Variant 1 with 2017 5 stars, etc.) mindset sometimes 😂 but honestly there have been many great improvements to the game on the whole over the years
So, anyone who has been playing for even 3-7 years will know that EQ has largely been behind the curve for endgame players for years at this point.. meaning the rewards and difficulty were always at least one progression level behind.. though Kabam did try to supplement it with other things
But, I can remember when Uncollected EQ first came out (MODOks release I think) and it was difficult for me relative to my progression and to the attackers available at the time, etc. But.. I used items to complete it because the rewards were worth it (again, relative to my progression) and this marked a time when EQ was tuned correctly imo, both difficulty and rewards
But, as the years went by EQ began to fall further and further behind the curve of the player base (difficulty and rewards not high enough for endgame)
And we all begged and pleaded for Kabam to start keeping EQ current and relevant (adding new, higher levels more frequently)
First piece of positive feedback is: they finally tried to actually give us what we have been asking for.. and also created a system that automatically updates EQ for every player.. indefinitely
So, it's actually an amazing idea and I want to give credit to Kabam for taking the time to work on it and roll it out.. is it perfect? Nope, it's not haha.. but I think it's great that they tried
I also appreciate the huge challenge that is attempting to make as many players happy as possible - it's not easy, not at all.. so I hope folks will have patience if they need to work a few things out.. because I'm excited about the *idea* of a permanent solution to the long standing issue of EQ that becomes outdated quickly
As for the actual content itself.. so far my feedback is:
1) If we are using one persistent health bar for 16 fights, maybe tune the attack rating down a hair? I actually think the health stats are ok.. because the idea behind the class based quests is that we seek and use damage modifiers that are provided in the nodes (some of the fights took me 45s)
2) Instead of having one node set theme for all 15 fights - use a different theme for each section
Because in a single use format for our champs, we're going to have different sub sets within each class that are good for different themes (something that used to rotate month to month and that made more sense when we could use a champ more than once - traditional 5 champ team).. but if each section is a different theme (Mutant A, Mutant B..) we could plan our sections in advance to use those best for each section within each class based quest.. this would be more fun and allow for more utilization of the class based damage modifiers
Finally, I want to say that I do understand why single use format has been implemented recently.. it's because it's harder to tune things up without it.. for example, I cleared the Classic Skill quest with literally one champ for all the fights plus boss.. and ended at 75% on that champ with all 4 of the other champs on team untouched lol.. Rank 4 MoleGod just basically stomped on the whole quest and the same can be said for certain champs in other classes - so, how to you tune this up? When one champ can clear an entire quest when you can use them for each fight?
You'd have to drastically tune up attack and heath values *and* start cranking up the node sets.. right? Issue is this.. a lot of players will hate this 😂.. so I actually see why single use quests were implemented tbh, that way you can still keep the relatively simple node sets that even include pro player damage modifiers.. all is to say that it's not easy to tune something up, while also keeping everyone happy
But I'm glad they are actually doing something to solve the issue of outdated EQ.. the effort is appreciated and I hope they come up with a more popular solution
As for the content
Re: My issue with Adaptive difficulty
One possibility which was suggested to me when I was discussing this idea before posting it was to allow players to pick their progression tier to be anything from their current one to any tier lower. That way if you’re a Valiant but it is too hard you can just do Paragon, or if you just want to autofighting EQ you could pick Proven or UC.
And just to be clear, I’m not saying difficulty is set correctly relative to prestige. I’m just saying no matter what it is set to, there will still be players that don’t want that level of challenge or time consumption. Separate from this, difficulty should still be looked at in terms of whether it is appropriate for the rewards and roster strength.
I swear some offers are just to catch someone when they’re intoxicated

Digital equivalent of rolling a drunk
Re: My issue with Adaptive difficulty
My issue is that both of those components outlined should be nowhere near a monthly event quest.
Currently, it is both of those making this Everest content. Absolutely no bueno. You can compare this to actual Everest content in the game already. This is the same or worse, and with way worse rewards.
I like the ideas proposed here to adjust the EQ. Most are probably better than mine from my thread. I think Kabam just needs to realise that monthly EQ has its own place and identity and doesn't need to be something it isn't.
I'm also not one to cry for free stuff, but I feel like the community deserves something for being put through this live server beta test. Maybe just a "we're sorry" package of a few revives, health pots, and energy refills. A little goes a long way.
Re: My issue with Adaptive difficulty
I’ll just add… all “unforgiving” does is shine a massive spotlight on frame rate lag, AI recovery, dropped inputs, etc…
So they really thought through how to drag up all the mud with this one. I guess kudos 🤷♂️
Re: My issue with Adaptive difficulty
Exactly, they could have added a node, something that you actually have to play around; but no all they did is overtune the stats so a little mistake means huge damage and revive. For a big change and improvement they took the laziest route possible.
Re: My issue with Adaptive difficulty
I agree with you… but I will say that if they tuned down the health pools and damage for this month it would be a welcome band-aid solution.
They won't, but it would be nice if they did.
My issue with Adaptive difficulty
But there's only one Adaptive difficulty.
The idea of adaptive difficulty is to eliminate difficulty tiers, and instead have a monthly EQ that can grow with you. You get stronger, it gets stronger. You move up, your rewards move up. Whether they hit the target correctly, in theory that's great. The problem is there is no target to hit. If there exists a player twice as skilled as me (and there are) there is no difficulty you can design into Adaptive EQ that will properly challenge us both. I can eventually have the same roster, but I will never have the same skill. Or maybe I'm a casual player will less time. I am not likely to grow into a player with more time. Or maybe I'm a casual player that doesn't want to stress on content. I'm not likely to grow into someone that does.
There has always been a choice. Just because you're Uncollected, doesn't mean you have to do UC EQ. You can do lower tiers if you want. You can pick your difficulty level. You will get less rewards, but that's your choice. You can choose to play the game casually if you want. You can choose lower difficulty if you just aren't that good. Remember, almost half the players in this game are below average. If Adaptive difficulty targets the average player, that means half the players can no longer do monthly EQ. And that's a problem.
When I did my Act 6 difficulty analysis, there was a central point to all of it. The point was that things like Labyrinth, Abyss, Eternity of Pain, can be whatever difficulty the devs set. Whether its hard for the top 20% or top 10% or top 1% is a matter of design choice. But the story arcs were, and still mostly are, the main progression path to the game. They can't be balanced around what the top 20% can do, because that leaves the bottom 80% nowhere to go. Now, you do have some leeway with story Arcs: if you aim for the average player, below average players could try to "outlevel" it. They can grow much stronger than the average player gets before tackling it, to level the playing field. This has limits, but it can happen, and you don't have to aim for the very bottom of the playerbase as a result.
But you can't outlevel Adaptive EQ. Its designed to grow with you, so you can't make it easier by growing stronger. It will grow stronger with you. If you can't do it now, you might never be able to do it no matter how much you progress or how strong you build your roster.
What happens to the bottom 25% of the playerbase? What happens to the bottom 10% of the playerbase? I'm perfectly fine telling them they might never do the Grandmaster's Gauntlet. But monthly EQ *has* to be accessible to everyone. It is a central part of the game.
Maybe elder is too hard. Maybe classic needs more rewards. But none of that will matter if most of the playerbase can't do monthly EQ, because I doubt they'll stick around. But we also can't make Adaptive so easy that 90% of the players sleep walk through it with mediocre rewards. Really, we need difficulty modes.
We need an adaptive difficulty that asks the player: so, who are you? Are you MSD? Okay, here you go. Are you an average player? Here's your difficulty. Are you just looking to cruise casually? Well, we will let you do that also. We need something that can be fast, can be easy, can be simple to do. Its fine if it is harder and more rewarding for the players who can and want to do that. But while it is great that Adaptive scales with roster strength, that grows with me as I grow, we also need Adaptive to scale with the player. We have different tiers of roster. We also have different tiers of player. Adaptive needs to include as many of them as possible. Adaptive should grow with the player, but it needs to first know who that player is.
Whatever else happens, in my opinion if Adaptive doesn't scale with player, it is going to be a very serious long term problem for the game. No reward buff fixes this. No difficulty tweak fixes this.
Adaptive scales with roster. It must also scale with our players.
Everything else is tuning. But in my opinion, this is fundamental.




