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Re: What I think is one of the core design challenges for EQ.. and the game in general currently
Very well thought out post, I am a newer player that 2 months ago finally got 5-7* at R4 and a Prestige north of 30k. Needless to say my prestige took a nose dive by about +10k over night, and the T7B EQ reward was scaled so I could not get my next 4 rankup this month.
With all that said, my biggest disappointment was all the feedback we gave on Valiant EQ over that last 4 months seemed like it went in the trash. Most players wanted EQ to be casual but did not mind testing roster depth. I struggled in May getting 15 champs in each class and had to use mats to rankup 6*'s, something I would never do with the current EQ because it would limit my prestige in the long run. Players also made it clear they didn't want to slug thru too many fights for EQ, but then Kabam uses Classic to gate keep Elder that adds 42 fights to the 96 fights in Elder. No Kabam employee should be confused if the players say Kabam doesn't listen to us.
My thoughs are…
Trash Prestige for EQ - It just complicates things. If you want a number to reward roster depth just normalize rarity, rank, awaken, and sig lvl for each of your top 30 champs. Basically, if you have 30 7* R4 Awaken/Sig200 that is max prestige in the game. keep it simple stupid.
If Classic EQ is that important for Kabam to keep than 90% of the typical EQ rewards should be awarded on it's full exploration.
Elder EQ should be tread as above and beyond. No player should count on getting Elder EQ rewards every month beause it is hard, may be get a little rewards of trying. Elder would be a great way to fine tune new everest combat nodes or a survival mode where the attack rating and health pools scale infiniately and awards how far you get.
Re: BRING BACK OLD EVENT QUEST
???? We’re missing 5 of the 6 difficulty levels. Now we get one level, that Kabam chooses for us. We have no choice in what we play. If we finish that, then we get a crazy hard abomination of a quest that doesn’t even look like EQ and takes forever to finish.
Also, we’re missing 4 quests that yielded units. And we can no longer auto-fight lower levels of EQ to burn excess energy productively and without a lot of stress.

Reimbursement of items used in EQ and EQ design suggestions
We were testers for the cards game. You Even made us unpaid beta testers for your Doom quest (probably soon yo be a new game) . And you gave us the worst EQ ever possible after you made us testers for 3 months or so, gave you ample feedback. Highly unprofessional and creatively lacking in substance.
We're left with either skipping the months EQ completely and miss out on even lesser rewards than we used ti get or swim through the mud using a lot of potions and revives for Mediocre rewards.
So its only the decent, natural and most PR appealing thing to compensate us for the items we spend in the EQ.
You can't certainly give ue our time back.
Let me add just a 3 point feedback to be implemented in the next EQ
1) We didn't spend 11 years acquiring 1500 or champs to be restricted to just 1 champ to go against the latest champ released. Whose abilities will take a lot of time to understand, their animations, their specials, dex windows etc. Zero room for testing
And if you chose a champ thinking it might be a good option without looking at youtube, good lord youre either gonna item out and sometimes STILL not defeat the opponent or start over 32 rights or whatever you have.
Neither are good options. Rather play another game.
So have multiple (3) options for boss like las EQ please.
2) Heal champs bn fights. Most of the time even paragon players have to bring in 6* R4 or lower, 7* R1 s eveb thiugh we have higher ranked champs just to satisfy the node.
Its very juvenile to expect to take a full quest full fights with 1 HP. Like who even approved that ??
We are fine to use items when its OUR mistake or the fight demands it, for example like the custom bosses kabam did for act 9. Thats completely fine.
What we are not okay with is the "he he got you, now spend your items" kind of mindset.
You got a lot of talent in the programmers , please dont make them stoop lower than their class.
3) Jusr cut the attack and HP in half.
Dear lord even the first 3 chapters are taking more than a LOL fight.
Kabam can do better. A LOT better.
Please test your quests. Use your CCP to actually test your things before release. Take feedback from them. Change things and THEN release it to full player base.
The ball's in your court now.
Re: Reimbursement of items used in EQ and EQ design suggestions
This is all great feedback which means they're going to throw it in the trash and never look at it again

Re: Took me 6 hours to complete Elder dificulty
Too much time and effort designing the concept of the new EQ and then failing to execute.
Its fine for me though, less screen time easier to slowly step away.
Re: Took me 6 hours to complete Elder dificulty
On the livestream when they had Kabam Kevin there and announced he's the one that was lead on designing the new EQ I knew it was going to be a nightmare. He's the PAIN designer who puts together all the punishing content in the game, so this could go no other way. Not saying anything bad about him at all, just that his talent seems to be End Game/Everest content and that's just not was monthly EQ is supposed to be

What I think is one of the core design challenges for EQ.. and the game in general currently
The older an account (veteran players), the deeper it will be, naturally.. it's not a difference in account building strategy - an older account has simply been through multiple rarity phases in the game and by default will have a larger amount of the previous rarity ranked up going into the next rarity
Now, newer players can build deeper rosters, for sure.. but at this stage it will be with the current rarity (7 star) as the cut off point for 6 star viability has been reached when R4-7 was released (at least their viability in competitive content such as AW and BG).. but if 8 stars are ever released, the cycle will repeat at some point and the players who downloaded during the 7 star phase of the game will have much deeper rosters than someone who downloads during the 8 star phase of the game.. and on and on, etc.
- Kabam wants newer players to keep playing, of course
- Newer players want to progress quickly, of course
But while a good roster "height" (decent amount of highest power level - R4-7) can be achieved in a relatively short time.. roster "depth" (a larger number of champs at the 2nd or 3rd highest power level for the sake of more options to use in different game modes) takes more time
Roster depth is always preferable in competitive modes such as AW and BGs of course.. for obvious reasons - you need options
I do play AW competitively, but I'm casual in BGs.. but when I do play BGs casually to get the basic rewards what I often run into in the ban phase is I see a few R4 at the top, but scroll down to see R2 for the rest.. I'm at a complete advantage here even though I don't have a ton of R4 relative to the others because the rest of my deck is R3..not because I ranked for BGs (I actually usually rank for AW) but it's just a natural byproduct of being an older account
Roster depth is not a new ask for solo content.. it's always been there in some form or another (usually in the form of a variety of RPG asks in the past).. but what is new, is that recently Kabam is using what I call "single use" or champ swap style formats as a way to tune up content now.. which I actually understand once I thought it through
How do you tune up a the difficulty on a piece of content in 2025? Where there are so many powerful champs running around - you essentially have 2 choices:
- crank up the attack and HP to punishing levels *and* crank up difficulty of the node sets (spoiler alert.. many players would hate this 😂)
- limit the use of the most powerful characters in the game to single use
Once I really thought it through.. I realized why single use format has been implemented lately (there are characters in the game who can crush solo content easily in a lot of cases if they are allowed to do multiple fights
Example: in Classic Skill EQ.. my Rank 4 Moleman did the entire quest, plus the boss by himself.. because he was allowed to in the traditional multi use format.. I brought 4 other champs, but had no need to even use them.. obviously there are many examples of this in the other classes (characters who can just stomp through the quest)
How would you tune this up? So, I completely understand why single use format is being implemented recently.. players want powerful champs.. who wouldn't? Kabam knows this and releases more powerful champs now than they used to.. but there has to be a way to balance the content around this new design philosophy
Now, what is the byproduct of this? In a nutshell.. it makes roster depth essentially mandatory instead of just preferred
As a result, newer accounts that previously used the top of their roster to complete solo content (as the characters were allowed to do unlimited amounts of fights) are now immediately met with a struggle in single use format.. and I completely understand the frustration at the change as it's probably very jarring
The question becomes: Should an account that is 6 months old have the same amount of ease of completion of content that a 6 year old account does? Well, that's probably a heated topic 😂.. but, the jarring effect that changing content from multi-use to single use has on newer (more height than depth) accounts and the dissatisfaction that happens as a result will have to be solved in one way or another
I hope we come up with a great solution that works for as many people as possible
My initial thoughts:
- tune the attack rating down
- instead of 15 fights with one class based theme.. divide each section into a different theme, so more of the beneficial nodes can be utilized and we can plan out each section according to the different champs we have in a given class
Re: What I think is one of the core design challenges for EQ.. and the game in general currently
Edit: the issue is that single use format and punishing attack stats have been implemented in this version of EQ.. keep the single use.. ditch the high attack stats imo
And the idea of 3 different beneficial node themes per section helps with both roster depth struggles and dealing with the large health pools (sure you could tune down defender health as well, but I'm suggesting we tune up the attacker damage instead as the solution.. cause damage is fun.. let's face it 😎
Re: 1 Energy Refill a month… thanks Kabam!
No response from Kabam regarding this issue? The change is too drastic to just leave it like that.
