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Adaptive not so Adaptive, comparing 2 different prestige
I have 3 accounts, all at Valiant, so decided to find out how adaptive it is, not just for the rewards, but also for difficulty.
Main account had 30656 prestige when I started the Helder level. First fight against Blade: Health Pool, just under 1Million health 27.5K attack rating

My mini, 20897 Prestige (almost 50% less prestige)

So the attack rating is reduce based on the prestige, but the health pool remains pretty much the same. And with my main, I got serious block damage.
And all that for a lot less reward... So is Elder level "adaptive", yes. Is it fair? Not really. But the fact they shipped this out, knowing this. Their excuse memo fall short.
And no, I will not do the Elder level with my mini, the line up requirement is just too insane.
Re: Kabam, Adaptive EQ Isn’t "Adaptive"... It’s Just Broken
Nor do they address the very unnecessary step of requiring everyone to do Classic before starting Elder.
Seems to me they merely cherry-picked the one piece of "passionate" feedback that they knew they could quickly address and then completely ignore the plethora of other legitimate, thoughtful criticisms. All so they can slap a fix on it and say "See, we listened!"
Re: Kabam, Adaptive EQ Isn’t "Adaptive"... It’s Just Broken
Passion and dedication is a very nice PR way of describing anger and disappointment...
Stop putting lipstick on this pig of consistent F Ups and own it. I would love to keep on saying that I don't like the direction the game is going; truth is there is no direction. Everything is all over the place at the moment.
Re: I know I'm not the only one ...
I think there is to much complaining going on atm, and very little appreciation for the things they actually do.
This week we all get a bunch of free stuff, with minimal effort, a 7* and several 6*s for a new account is great.
The new daily events gives pretty much everyone a low effort and F2P path to both TB and paragon titles. That path used to be guarded by an old and insane man, who could only be beaten by skilled summoners.
I am also frustrated over AI, lag, screen freezing, connection issues etc, but lets not forget all the good stuff that is also happening.
Re: I miss last month's valiant quest
The elder difficulty is nearly identical to the first iteration of Valiant EQ. The design of it is fine aside from the requirement to clear classic, but the tuning is the real problem. Attack and health values basically need to be at least halved across the board.
Re: I have been permabanned, but i dont think what ive done is worthy of perma ban
@JESUSCHRIST maybe i will once 9.4 and new title drops, i just made this post to let go off my lingering attachments. Anyway gave appeal a shot before taking a break for good , well have a good day everyone.
Adaptive EQ: The philosophical problem and a proposed solution
Story content and everest content has always been meant to provide challenges and rewards equal to those challenges. If a player tried to tackle story content for progression and was unable to be successful that is where the monthly EQ came in. Players could choose one or more difficulties to complete and get rewards to rank up their champs and improve their roster so that they could eventually complete the more challenging permanent content. One of the rewards for improving their roster was that the monthly EQ became easier, they could see and feel the progress each month even if they had not yet made enough progress to complete the permanent content they were still working towards.
I do not know if this philosophy about EQ was intended, just that it was the general feeling and perception that most of the player base has had since the beginning. The new Adaptive EQ breaks this philosophical concept in 2 ways.
Firstly, players are no longer able to obtain a feeling of accomplishment and progress from the monthly EQ. Because Adaptive content will always scale, any progress that is made in the player's roster is met with scaled up challenges. At no point will the EQ give the feeling of "that was easier I have gotten better champs". If a player is stuck on story content and their Adaptive EQ is too challenging, getting the required rewards to progress their account just become either a lot harder or a much longer grind. My mini account just recently hit Thronebreaker. The Classic difficulty for my account is very punishing. On many paths I have only had 1 champ still alive by the time the final boss is down. I had a lot of revives in overflow luckily, but it is going to make getting needed materials to progress much harder. I know for bigger accounts this particular issue isn't as extreme, but the idea behind it is still the same. The top whale accounts will never again be able to feel like they made content easier because their rosters improved as it will always scale to them.
The second way this new system broke a core philosophy is it took away player agency of choice. If a player wanted to play a lower version, for whatever reason, they had the ability to do so in the past. I had not tried the previous Thronebreaker version on my mini account, but last month if the TB version had been too challenging I could have just gone and done the next tier down and had those rewards instead. Now all forms of choice are gone. We get one version, like it or not, and if it is too hard or just harder than we want to play through at the time, too bad.
Either one of these changes would feel bad, but the two changes together just feel horrible. I feel like these feelings are what are actually driving a lot of the emotion behind what has happened.
I do not like to point out problems without proposing a solution when I can, and I think I have one that could in effect keep Adaptive around but in a way that actually makes more sense and does not break the original philosophy behind EQ.
Keep both the new Classic and Elder formats with the following changes:
Classic -
Tier 1 of any difficulty gives the same base rewards that the non-adaptive versions gave for that progression difficulty. Players can choose which progression difficulty they want to complete, and whatever version they complete they will also get all the rewards from previous progression difficulty. If they then choose to do a harder progression then they would only get the rewards for that version as they already had the previous versions' rewards.
Keep the tiers, and let players choose which tier they want to try of any given progression difficulty. If they feel tier 1 is too easy and want to try tier 2 (or higher) for better rewards like the tiers have now, great, but this allows it to be the players choice instead of something that is forced upon them.
Elder -
Should not require Classic completion, open automatically.
Completing Elder would also give Classic rewards (if they had not already been earned).
Tier 1 should be the same difficulty and rewards as the first version of the Valiant EQ.
Similar to Classic, if players find it too easy or simply want more/better rewards, allow the player to choose a higher tier and go for those rewards.
Non-philosophical problems with the new Adaptive and some ideas. (Most of these I have seen in various threads, just putting them all in one spot)
Prestige is the top 30 of your roster, but does not give any indication of the breadth of classes or champs that make up that number. So when difficulty is scaled and Elder requires very specific champs with limitations they are likely not to be met. While very unlikely, someone could have a roster that has few to no high level mutants, and then they would have no chance at the mutant path with the way this version is scaling.
Crucible style content should have healing when switching. Even if the difficulty wasn't as hard as it is on these scales, to be expected to go that many fights with 1 health bar basically (without going crazy on revives/potions) and not to even get rewards like crucible is kind of crazy.
Most new champs do not work like older ones do, however these nodes are designed for older champs. Many nodes need to be redesigned for this style of content to work with newer champs, as those are the ones most people rank and their prestige is based upon.
If it is going to be crucible style 1 and done fights without synergies, then champion that need multiple fights to ramp up should have the same benefits they have in Battlegrounds.
While I am very disappointed with what was released this week, I do not want to give up hope on this game yet. I have spent too many years and too much money to just walk away without at least trying to help improve the situation if at all possible.
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: The change to the monthly quest is really annoying
We already have Everest content monthly, this is hot trash and takes forever.