Best Of
CHAMPION PRESTIGE IS A BLACK BOX OPERATION
The best example is Juggernaut, lowest prestige among 7* champions but deals one of the most awesome damage in the game
Difficulty adapts to our prestige but prestige sometimes has nothing to do with how awesome the champion is in clearing content
Kabam is building the foundation of the game on prestige but what is prestige based on? Thin air and black magic

Re: Sunshine Still Shines - Slow Hand Clap To Thee Kabam
I wouldn’t say the content creators are to blame for this.
Kabam does look at different metrics to see how things go.
But with creators, we do get to learn to to tackle different fights and the best counters to certain situations.
That in turn allows people to be better prepared for content and be able to take it down easier or quicker.
That’s just the five and take. If we didn’t have content creators making videos, we’d still have people on the forums sharing their methods and strats.
There are many different reasons as to why they do what they do, but it’s hard to put the blame on one group.
Re: An honest plea to save eq for this month on a super simple way. A plea to kabam.
Bear in mind, this EQ has more fights than the act 8 crucible…totaling at a whopping 96 fights. And not only is there more fights, the fights/quests are also more restrictive. This whole thing is a ridiculous oversight that needs to get addressed sooner rather than later, not just next month. Everything about this quest is just off
Re: My issue with Adaptive difficulty
I like the general premise you present… but I think there’s another problem too. These nodes are antiquated and designed for 2022 champion attributes. There is a recycled laziness to what we got that’s frustrating.
Then the blind eye to feedback along the way that makes me wonder if this tuning was intentional so they can scale it back after launching it intentionally overtured.
It’s one of those things that validates the criticism about the team even playing the game. Because it’s just dull unless you play the perfect champ for the node… to which there just isn’t that many champs that line up with the node… since they don’t design the classes the same way they did these nodes were created…

Re: My issue with Adaptive difficulty
I also think that there's a risk in scaling the difficulty based on your top 30 prestige champions, at least with the new EQ format. I'm not exactly sure how the system works behind the scenes, but this is at the very least how I view the problem (or at least one of them).
Back when the EQ switched to requiring certain utilities out of your champions (was that with the Cav difficulty back in the day?), there was some pretty severe pushback since people didn't always have those pieces of utilities available in their ranked-up champions. However, in the end I think it was a wise choice since it guided people's rank-up choices so that they got those utilities available in the future. Since you could use a team for the entire chapter, you could focus on that utility for a few champs which then set you up well for the future. You don't need more than a few Tech champions that can heal block or have an armor up buff or power drain, for example.
However, with this new format, you suddenly do need 15 champions in the various classes with these specific pieces of utilities. Instead of gently guiding you toward improving your roster, it punishes you for having a diverse set of utilities among your ranked-up champions. I think it worked well when Kabam first introduced the Valiant EQ since that was a set not-too-hard difficulty, but when you need those unranked champions to be able to beat defenders whose strength is based on the strength of your strongest attackers, things changed drastically. Suddenly you couldn't dig deep into your roster and use your underleveled and underranked champions, because the content wasn't scaled for r1 champions when your top 30 prestige is mostly dominated by r3 and r4s.
As I said, I don't know how things work under the hood. I'm trying to not assume too much. However, I suspect that it might be difficult to base a difficulty on a player's highest-ranked champions (even a generous number of them) if your design is constantly asking them to pick a lot of champions from far beneath that pool of top champions. I suspect that I would have complained significantly less if the Elder difficulty had looked similar to the old EQ format, where one full team of my highest-ranked champions could do a six-fight run and a boss. I still think that some stats are significantly overtuned, but I would at least have had the champions required to comfortably deal with the content.
However, I feel as though the adaptive difficulty and the new EQ format formerly known as Valiant difficulty are at odds with what they want from the players. In one corner, we've got the adaptive difficulty system that focuses in on your highest-ranked champions and what kind of challenge they need; in the other corner, we've got an EQ format that cares less about your top champions and more about the breadth of your entire roster.
I'm not really sure how those two systems are meant to co-exist. At least in this first outing, my experience is that they really, really don't.

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: Kabam, Adaptive EQ Isn’t "Adaptive"... It’s Just Broken
I can't wait for the positive spin they are going to put on this on the next live stream.
"Hey guys we listened and we decided you were right so we are loweing the HP and ATK values"
Not gonna work on me, I seriously wonder who thought this was a good idea and gave the OK, its not even the 1st time... Remember the first Nightmare raid? Something along the tune of "it's supposed to be difficult..."
Re: VALIANT EVENT QUEST - CHECK IN!
you’re obviously reading different reviews on the “new EQ” it’s absolute garbage! Once again Kabam have only considered top tier players in their ridiculous changes to the game. The reviews I’ve read are mostly all bad and there’s a lot of disappointed people but kabam make it very obvious that they don’t care about all players. I won’t be doing anymore EQ and I’m just about ready to delete the game for good.
Re: ADAPTIVE EVENT QUEST - DIFFICULTY & FUTURE
Dude, I had to reset my whole general questing masteries to get that mutant quest done. It is way overtuned with those biohazard numbers. It's wild.
And like you said, those attack values are something else. Get clipped once and you're screwed in some of the fights.
Also wtf we gotta run through classic for?
They finally listened and stopped making us do TB to unlock paragon gauntlet, then gave us an awesome crucible style valiant EQ, then gave us crucible style elder difficulty that we have to go through another quest to unlock! 🤣
They're so out of tune with their player base it's ridiculous.