Best Of
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.
Re: My issue with Adaptive difficulty
I don’t think that’s the direct intent. Rather, it is difficulty that scales with prestige, and rewards scale with difficulty. Prestige is being used as the metric for “roster growth” or “roster strength.” So the principle is: if your roster is stronger, the content you do should also be harder to keep it interesting. And if the content is harder, you should get more rewards for doing it.
Of course, because everything is entangled together, its is all related. Rewards scale with prestige, because it is all tied together. But I think the idea itself is not a bad one. We all want more rewards if the content is harder, and most of us don’t want to be beating up mannequins because we’re too strong for the content (although some of us do). Keeping it interesting and rewards keeping up are good objectives to shoot for. But whenever there are problems with implementation, it can be impossible to see the good intentions for all the chaos of things not working correctly.
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.
Re: Sunshine Still Shines - Slow Hand Clap To Thee Kabam
Kabam would have sunk 10 years ago a If this wasn’t a Marvel IP. They have been an unmitigated disaster of a company. BUT ITS NOT AL THIER FAULT. The problem is CONTENT CREATORS. Ever since people have rode the coat tails of Seatin they have ruined this game. Their influence has made this game a disaster. Their arrogant behavior has influenced Kabam into thinking the wider player bases is just like them. We are not. we are regular people with jobs and family. Not desk sitting gamers who think their tapping skills make them important. Rich the Man and Seatin are the ones who keep it real. Now we have liberal sell outs in the company who have not fulfilled the promises to make this game better. They pushed ideas that complicate the game and make it fun for them not US. And US is who keeps the lights on
Re: Champion Prestige Math is Bugged
Yes, I did. I'm discussing solely the champion prestige. I can attach screenshots of all of my top 30 champions if you wish to check my math.
Re: Funny timing on CCP codes and new EQ
….ooor hes just busy and not made something the day the mode came out. Conversely Seatin, who also has a code, definitely let us know his feelings on it. The only good thing I can see about this weeks issues is that it has shown that creators having codes does not mean that they will wont give their honest opinions, which is a good thing.
Re: Initial Thoughts On Silver Samurai
it's only 100% resistance, so after bullseye places the bleed vulnerability on sp2 it increases bleed potency by 50% so his instant bleeds become 150% surpassing 100% resistance.
Re: A different perspective on the new EQ
top pic is the final fight before the boss in The Crucible 2.0
Bottom is the final fight before the boss in chapter 1 of elder difficulty for the EQ.
Basically we have to do the Crucible 2.0 (Everest content BTW) every month for less rewards gotcha 🙄
Re: An honest plea to save eq for this month on a super simple way. A plea to kabam.
I'm really curious what happened. I seem to recall something similar happening once before when they introduced a new difficulty level and it came out insanely overtuned, but the weird thing here is that they'd already come out with a new difficulty level that - while people had some opinions regarding which was the best format - still worked well.
My guess is that the whole "an algorithm (I'm guessing) is looking at your prestige and sets the difficulty accordingly" doesn't take into account that you're not really just using your top 30 prestige champions in the quest. Since you need 16 champions for each of the 6 quests, that's 96 champions. Furthermore, since all of your top-ranked Mutants probably aren't bleed immune/resistant, and your top-ranked Tech champions all probably don't have at least one armor up buff, you're moving even further down the prestige tree in order to find champions to use. That means that the "top 30 prestige" is somewhat misleading in terms of what kind of champions you'll have available for the content, and basing the difficulty on only your top champions (even quite a lot of them) is probably what led to this whole mess.
If this had been the old EQ format and I could have brought a team of my most well-suited and highest-ranked champions into each chapter, it would probably have been significantly less of an issue. I still think the attack values are insane - regular path defenders have higher attack values than both Epoch of Pain's Ares and Wheel of Fate's Deathless Thanos, for example - but insane attack values are significantly less of a risk-factor if you're not running around with an r1 7* just because you need a bleed immune Mutant and you don't have 15 of those ranked up.
I don't think Kabam will do anything, not because they're lazy or just don't want to, but because I don't think they'll be able to just pull a switch and lower the attack values. As they said during the debate about the Valiant EQ format, they can't even make any massive changes on a month-to-month basis. Small tweaks, maybe, but I reckon that this is something that they'll have to go back to the drawing board for and have a good long think about.
