**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Comments
To be fair, you're not doing a whole lot to dissuade anyone from thinking that
That was actually only referring to the Symbiote difficulty, IIRC.
If we eliminated dribbling and shooting, more people would play basketball.
That was insightful. I wish I could click more than once to agree with you!
@Rap normally to play uncollected you would need to be uncollected (with everything that title means)
This month you don’t. That doesn’t benefit end game players. That benefits all those that aren’t uncollected. So mid game players are gifted with epic difficulty.
In fact, end game players should be complaining that after spending more units than you in beating the collector you have the opportunity to attempt the difficulty they earned and you were gifted.
You don’t deserve epic but you’re still complaining.
I really don't understand how someone who normally wouldn't even have access can be complaining about having access to the rewards and being given a great tool on top of that to actually get some if not all of them
Neither do I. Which is why I’d like to know his train of thought.
Why does he feel entitled to something he hasn’t earned?
And even more (he wants to attempt sym difficulty)
Some people believe failure is to be avoided at all costs. If the game allows you to attempt something, it must give you a very good chance of succeeding or it discourages you from playing.
But contrary to some people's beliefs, this isn't a universal belief. For many people, in fact for most competitive gamers, failure is not inherently discouraging. Players want the opportunity to try things that may be beyond their ability to accomplish, because it allows them to gauge progress. I took practice runs against RoL for over a month before finally tackling it. It was initially outside my ability to complete (short of spending a ton on it). Those failures made me better at it, and showed me how much progress I was making. I was "failing less" with each run. Eventually I beat it spending nothing. That experience of trying and failing, and eventually winning, is something not everyone enjoys.
Even uncollected difficulty was something I couldn't fully complete the first time, and even now it isn't something that is always easy for me. Actually, it is never easy: it is sometimes easier. And the Occult labs, honestly epic difficulty was a disaster zone for me the first couple days. It is now just extremely difficult unless I get lucky. But I think I'm getting better at it. For some people, that's part of what makes the game engaging. For others, there are lower difficulties. For players that don't want to be pushed to or past the point of failure but ALSO do not want to have to do lower difficulties than the top tier players tackle, frankly there are other games. You cannot please everyone. If you make the game easy enough for everyone to do, you will make it too easy for many to want to have anything to do with. There's no such thing as perfect difficulty. You pick a difficulty scale, you give players options, you try to get the people willing to use those options, and you let the rest go.
As an intermediate player, I know my limits and avoid quests that are so far beyond my abilities that I would need to spend a ton of money on revives and health potions to even sniff completion. Like the Occult Labs -- Heroic was easy, but Master was a hard stop for me. I am fine with that. There is so much to do in this game.
but they can. aslong as you hit the opponent a couple times before you die u can reviev and revive and revive and revive.... take 1% each fight... revive 100 times.... repeat... eventually you will get there..... not easy.... very expensive but possible....
It’s called Football.. or rugby, depending on where you’re from.
Wait, where were the rewards published?
I must say, quite spot on. I tried just one path on Chapter 1 Epic and it was painful. Hyperion's special 2 kept being blocked.
Anyway for the troubles, I rolled M.O.D.O.K. but this champ is good for AW and I don't play that.
This champ isn't good for aw because there are nodes which reduce it's effectiveness to deter people from bringing it. Quite likely you didn't know this fact if you don't do aw.
As for agreeing with @Rap , he really doesn't know what he's talking about, hence all the disagreements from the majority.
If you are struggling in epic level 1 then that's on your lack of ability not the tools or the overall difficulty.
The symbiote at r4 can wipe entire paths unenhanced in those early few epic levels. At r5 he can do the same to all epic levels.
Mid level players and noobies haven't any grounds to moan and ask for more handouts. Time to accept you don't have the necessary skills and experience to tackle the opponent's if you can't do the same as others with the same tool.
Yes because giving people something thats hard to get for a lower effort and then returning to the norm where they can't get any of it unless they spend a few hours a day grinding for it is a great idea...I can't see any problem with letting people get 2500 6* shards in the first month of their account, and the other 7500 after half a year or so (and that's relatively optimistic).
That would definitely make me want to play more, experiencing a total reward vacuum after the first month.
And come on dude, the entire player base has come this far without needing to "experience success and collect a few hard to acquire items," I'm sure the new guys can too.