To be honest, I've played pretty much since the start and maybe I've not played in a high enough alliance or maybe I haven't had as much luck with RNG but I definitely struggled during Act 6 exploration and didn't always have good counters regardless of rank up resources, I consider myself a reasonable player too. For those people who do have newer accounts and are motivated to push progress I think hearing that once they get to a point they need to wait potentially for months or years until RNG gives them what they need to satisfy gates AND those champs be able to clear the content must be hugely disheartening. If the situation was flipped I'd probably have called it a day.
Of course you'll have some variance in things depending on how much and at what level people are playing at. I also am not blaming the players for the situation at least solely. It's a combination of there being more access to higher tier rewards and just more resources in general than those of us playing act 5 at release and players feeling they need to "catch up".
There are people complaining about act 6 that have only done one pass through Act 5 and never even attempted exploration yet. It's no real surprise they're finding it insanely difficult.
That's why I see what they were attempting with the 6.2 gates in forcing players to stop and regroup before pushing forward. They went a bit too far to an extent though. 6.2.2 Sinister, the 6.2.5 gates, and 6.2.6 are too prohibitive in my opinion but outside of those instances I much prefer the design of 6.2 over the ultra specific nodes and insane attack and health we got in 6.3 and 6.4 personally.
Same point, worded differently.
If only A6 had an Elder’s Bane gate, and A7, Throne Breaker.
If Act 6 was HEAVILY tuned down, that could be acceptable. Especially if Kabam listens and rethinks their approach to progressive story content so Act 7 isn't over-the-top obnoxious with nodes on nodes on nodes. Otherwise, it's just asking people to not bother at all with the story content anymore.
Ok Act 6 heavily toned down. Act 7 toned down in a similar way. So, which content will be left to actually challenge your r5 and 6*r3 rosters?
We need something, right? Should they change Variant difficulty to same as Variant 1? Because I know people will kick up a bigger storm if they made future variants difficult now.
This is the problem, what is supposed to be end game content in this game? It's always been story and additional Everest type content like Rol through AoL. Does it need to stay that way? If so, to what level should it be tuned? I personally don't have a problem with most of 6.2 and wasn't a fan of 6.3 and 6.4 but other people obviously feel differently. If story content is no longer going to be what tests the top tier players, can we really expect the jumps in roster progression that we get from it currently? What would replace it?
As you said I can only imagine how people would react if the Variants went from a sort of in-between to being the apex of content difficulty again. So are the top only supposed to get some legitimately challenging stuff every few years when we get the next Everest?
How about Frequent Challenges like the Champion Challenge, Boss Rush, and other type of Gauntlets? They could easily implement these as they have done with Variants.
To be honest, I've played pretty much since the start and maybe I've not played in a high enough alliance or maybe I haven't had as much luck with RNG but I definitely struggled during Act 6 exploration and didn't always have good counters regardless of rank up resources, I consider myself a reasonable player too. For those people who do have newer accounts and are motivated to push progress I think hearing that once they get to a point they need to wait potentially for months or years until RNG gives them what they need to satisfy gates AND those champs be able to clear the content must be hugely disheartening. If the situation was flipped I'd probably have called it a day.
Of course you'll have some variance in things depending on how much and at what level people are playing at. I also am not blaming the players for the situation at least solely. It's a combination of there being more access to higher tier rewards and just more resources in general than those of us playing act 5 at release and players feeling they need to "catch up".
There are people complaining about act 6 that have only done one pass through Act 5 and never even attempted exploration yet. It's no real surprise they're finding it insanely difficult.
That's why I see what they were attempting with the 6.2 gates in forcing players to stop and regroup before pushing forward. They went a bit too far to an extent though. 6.2.2 Sinister, the 6.2.5 gates, and 6.2.6 are too prohibitive in my opinion but outside of those instances I much prefer the design of 6.2 over the ultra specific nodes and insane attack and health we got in 6.3 and 6.4 personally.
Same point, worded differently.
If only A6 had an Elder’s Bane gate, and A7, Throne Breaker.
If Act 6 was HEAVILY tuned down, that could be acceptable. Especially if Kabam listens and rethinks their approach to progressive story content so Act 7 isn't over-the-top obnoxious with nodes on nodes on nodes. Otherwise, it's just asking people to not bother at all with the story content anymore.
Ok Act 6 heavily toned down. Act 7 toned down in a similar way. So, which content will be left to actually challenge your r5 and 6*r3 rosters?
We need something, right? Should they change Variant difficulty to same as Variant 1? Because I know people will kick up a bigger storm if they made future variants difficult now.
That depends on your definition of challenge and the level of it you want. Most people find Act 6 BS and Variants after 1 appropriately challenging and I would agree with that. What are you looking for?
If you're going through current story with a 6star rank 2 roster, you should be all "I am like unto a GOOOOOOOOOD!!!" but they've tuned it so you're "I am like unto an average duuuuuude!"
See I don't necessarily agree here. Going through act 6 with a R2 should be equivalent to going through most of act 5 with a 5/50 4* as that's what the majority of players were doing at release. Doing that with the champs available at the time definitely did not feel like a God.
Another thing I think needs to be changed is the t4cc crystal in the glory store. I think it either needs be replaced with a selector, add in a rotating class one like how it is for the other class catalysts, or increase the purchase limit to ten and decrease the cost. Why? Because I bought the full limit each week for two weeks to refill my mutant stash and this is what I got:
T4cc is the biggest bottleneck resource for my account. There just isn’t a lot of ways to get it like the other catalysts. The daily quests are so outdated that they aren’t worth the energy. The t4cc Arena doesn’t even give you a t4cc crystal. I can only get a max of 6 a week from glory and AQ. The AQ Map crystals (5&6) rarely give out fully formed catalysts and don’t give out fragments in high enough quantities. The t4cc fragment crystal is hard to come by too now. To make the issue worse, to take a six star to r3 you need 8 t4cc. Why? Why require t4ccs and why require so many of them? I’m having a harder time getting the mutant t4cc then I am getting the t5 basic or t2 alpha.
To be honest, I've played pretty much since the start and maybe I've not played in a high enough alliance or maybe I haven't had as much luck with RNG but I definitely struggled during Act 6 exploration and didn't always have good counters regardless of rank up resources, I consider myself a reasonable player too. For those people who do have newer accounts and are motivated to push progress I think hearing that once they get to a point they need to wait potentially for months or years until RNG gives them what they need to satisfy gates AND those champs be able to clear the content must be hugely disheartening. If the situation was flipped I'd probably have called it a day.
Of course you'll have some variance in things depending on how much and at what level people are playing at. I also am not blaming the players for the situation at least solely. It's a combination of there being more access to higher tier rewards and just more resources in general than those of us playing act 5 at release and players feeling they need to "catch up".
There are people complaining about act 6 that have only done one pass through Act 5 and never even attempted exploration yet. It's no real surprise they're finding it insanely difficult.
That's why I see what they were attempting with the 6.2 gates in forcing players to stop and regroup before pushing forward. They went a bit too far to an extent though. 6.2.2 Sinister, the 6.2.5 gates, and 6.2.6 are too prohibitive in my opinion but outside of those instances I much prefer the design of 6.2 over the ultra specific nodes and insane attack and health we got in 6.3 and 6.4 personally.
Same point, worded differently.
If only A6 had an Elder’s Bane gate, and A7, Throne Breaker.
If Act 6 was HEAVILY tuned down, that could be acceptable. Especially if Kabam listens and rethinks their approach to progressive story content so Act 7 isn't over-the-top obnoxious with nodes on nodes on nodes. Otherwise, it's just asking people to not bother at all with the story content anymore.
Ok Act 6 heavily toned down. Act 7 toned down in a similar way. So, which content will be left to actually challenge your r5 and 6*r3 rosters?
We need something, right? Should they change Variant difficulty to same as Variant 1? Because I know people will kick up a bigger storm if they made future variants difficult now.
This is the problem, what is supposed to be end game content in this game? It's always been story and additional Everest type content like Rol through AoL. Does it need to stay that way? If so, to what level should it be tuned? I personally don't have a problem with most of 6.2 and wasn't a fan of 6.3 and 6.4 but other people obviously feel differently. If story content is no longer going to be what tests the top tier players, can we really expect the jumps in roster progression that we get from it currently? What would replace it?
As you said I can only imagine how people would react if the Variants went from a sort of in-between to being the apex of content difficulty again. So are the top only supposed to get some legitimately challenging stuff every few years when we get the next Everest?
How about Frequent Challenges like the Champion Challenge, Boss Rush, and other type of Gauntlets? They could easily implement these as they have done with Variants.
If they put those out tuned to the top tier players you'll have nothing but everyone else complaining that they can't do it. You already have people complaining when they come out and they're insanely easy for top tier players.
To be honest, I've played pretty much since the start and maybe I've not played in a high enough alliance or maybe I haven't had as much luck with RNG but I definitely struggled during Act 6 exploration and didn't always have good counters regardless of rank up resources, I consider myself a reasonable player too. For those people who do have newer accounts and are motivated to push progress I think hearing that once they get to a point they need to wait potentially for months or years until RNG gives them what they need to satisfy gates AND those champs be able to clear the content must be hugely disheartening. If the situation was flipped I'd probably have called it a day.
Of course you'll have some variance in things depending on how much and at what level people are playing at. I also am not blaming the players for the situation at least solely. It's a combination of there being more access to higher tier rewards and just more resources in general than those of us playing act 5 at release and players feeling they need to "catch up".
There are people complaining about act 6 that have only done one pass through Act 5 and never even attempted exploration yet. It's no real surprise they're finding it insanely difficult.
That's why I see what they were attempting with the 6.2 gates in forcing players to stop and regroup before pushing forward. They went a bit too far to an extent though. 6.2.2 Sinister, the 6.2.5 gates, and 6.2.6 are too prohibitive in my opinion but outside of those instances I much prefer the design of 6.2 over the ultra specific nodes and insane attack and health we got in 6.3 and 6.4 personally.
Same point, worded differently.
If only A6 had an Elder’s Bane gate, and A7, Throne Breaker.
If Act 6 was HEAVILY tuned down, that could be acceptable. Especially if Kabam listens and rethinks their approach to progressive story content so Act 7 isn't over-the-top obnoxious with nodes on nodes on nodes. Otherwise, it's just asking people to not bother at all with the story content anymore.
Ok Act 6 heavily toned down. Act 7 toned down in a similar way. So, which content will be left to actually challenge your r5 and 6*r3 rosters?
We need something, right? Should they change Variant difficulty to same as Variant 1? Because I know people will kick up a bigger storm if they made future variants difficult now.
This is the problem, what is supposed to be end game content in this game? It's always been story and additional Everest type content like Rol through AoL. Does it need to stay that way? If so, to what level should it be tuned? I personally don't have a problem with most of 6.2 and wasn't a fan of 6.3 and 6.4 but other people obviously feel differently. If story content is no longer going to be what tests the top tier players, can we really expect the jumps in roster progression that we get from it currently? What would replace it?
As you said I can only imagine how people would react if the Variants went from a sort of in-between to being the apex of content difficulty again. So are the top only supposed to get some legitimately challenging stuff every few years when we get the next Everest?
How about Frequent Challenges like the Champion Challenge, Boss Rush, and other type of Gauntlets? They could easily implement these as they have done with Variants.
If they put those out tuned to the top tier players you'll have nothing but everyone else complaining that they can't do it. You already have people complaining when they come out and they're insanely easy for top tier players.
People will always complain. Boss rushes and clashes are really fun and I’d love to see them come back.
It's a really tough place for Kabam to be honestly in trying to please groups that have such a large gap between them with the same things. One of the ideas I liked better was the challenge mode type difficulties that both DNA and Brian Grant suggested to be added to story content. The problem there is that rewards would have to be tuned accordingly. Players just couldn't expect the same tier or at least amount of reward available in current story content for completing severely detuned versions of it which I just see creating more issues.
Another thing I think needs to be changed is the t4cc crystal in the glory store. I think it either needs be replaced with a selector, add in a rotating class one like how it is for the other class catalysts, or increase the purchase limit to ten and decrease the cost. Why? Because I bought the full limit each week for two weeks to refill my mutant stash and this is what I got:
T4cc is the biggest bottleneck resource for my account. There just isn’t a lot of ways to get it like the other catalysts. The daily quests are so outdated that they aren’t worth the energy. The t4cc Arena doesn’t even give you a t4cc crystal. I can only get a max of 6 a week from glory and AQ. The AQ Map crystals (5&6) rarely give out fully formed catalysts and don’t give out fragments in high enough quantities. The t4cc fragment crystal is hard to come by too now. To make the issue worse, to take a six star to r3 you need 8 t4cc. Why? Why require t4ccs and why require so many of them? I’m having a harder time getting the mutant t4cc then I am getting the t5 basic or t2 alpha.
I think they should just add a selector like they have for the lower tier cats in the black iso market
To be honest, I've played pretty much since the start and maybe I've not played in a high enough alliance or maybe I haven't had as much luck with RNG but I definitely struggled during Act 6 exploration and didn't always have good counters regardless of rank up resources, I consider myself a reasonable player too. For those people who do have newer accounts and are motivated to push progress I think hearing that once they get to a point they need to wait potentially for months or years until RNG gives them what they need to satisfy gates AND those champs be able to clear the content must be hugely disheartening. If the situation was flipped I'd probably have called it a day.
Of course you'll have some variance in things depending on how much and at what level people are playing at. I also am not blaming the players for the situation at least solely. It's a combination of there being more access to higher tier rewards and just more resources in general than those of us playing act 5 at release and players feeling they need to "catch up".
There are people complaining about act 6 that have only done one pass through Act 5 and never even attempted exploration yet. It's no real surprise they're finding it insanely difficult.
That's why I see what they were attempting with the 6.2 gates in forcing players to stop and regroup before pushing forward. They went a bit too far to an extent though. 6.2.2 Sinister, the 6.2.5 gates, and 6.2.6 are too prohibitive in my opinion but outside of those instances I much prefer the design of 6.2 over the ultra specific nodes and insane attack and health we got in 6.3 and 6.4 personally.
Same point, worded differently.
If only A6 had an Elder’s Bane gate, and A7, Throne Breaker.
If Act 6 was HEAVILY tuned down, that could be acceptable. Especially if Kabam listens and rethinks their approach to progressive story content so Act 7 isn't over-the-top obnoxious with nodes on nodes on nodes. Otherwise, it's just asking people to not bother at all with the story content anymore.
Ok Act 6 heavily toned down. Act 7 toned down in a similar way. So, which content will be left to actually challenge your r5 and 6*r3 rosters?
We need something, right? Should they change Variant difficulty to same as Variant 1? Because I know people will kick up a bigger storm if they made future variants difficult now.
This is the problem, what is supposed to be end game content in this game? It's always been story and additional Everest type content like Rol through AoL. Does it need to stay that way? If so, to what level should it be tuned? I personally don't have a problem with most of 6.2 and wasn't a fan of 6.3 and 6.4 but other people obviously feel differently. If story content is no longer going to be what tests the top tier players, can we really expect the jumps in roster progression that we get from it currently? What would replace it?
As you said I can only imagine how people would react if the Variants went from a sort of in-between to being the apex of content difficulty again. So are the top only supposed to get some legitimately challenging stuff every few years when we get the next Everest?
How about Frequent Challenges like the Champion Challenge, Boss Rush, and other type of Gauntlets? They could easily implement these as they have done with Variants.
Yes. That, and the equivalent of Give Me God of War/KYWAGB difficulty replay of story content for titles, Kudos points, Style points, etc.
The permanent story content shouldn't be at endgame content level. It's not like God of War with a credit roll after you beat the boss once and you unlock a newer extreme difficulty but can get better gear. In this game, you need to do it a bunch of times and you can't freely revive endlessly to keep trying your hand at a fight and hone your skills.
I'm on the side of making the Abyss and side events like the maze true end game content that they should put out on the monthly basis. Overtune away on the side events and just have a Mastery and Epic difficulties.
But the story mode should have the act 5 model in terms of nodes and an attack rating equal to the Abyss. They should do away with the current system where 96% of champs are not viable options.
To be honest, I've played pretty much since the start and maybe I've not played in a high enough alliance or maybe I haven't had as much luck with RNG but I definitely struggled during Act 6 exploration and didn't always have good counters regardless of rank up resources, I consider myself a reasonable player too. For those people who do have newer accounts and are motivated to push progress I think hearing that once they get to a point they need to wait potentially for months or years until RNG gives them what they need to satisfy gates AND those champs be able to clear the content must be hugely disheartening. If the situation was flipped I'd probably have called it a day.
Of course you'll have some variance in things depending on how much and at what level people are playing at. I also am not blaming the players for the situation at least solely. It's a combination of there being more access to higher tier rewards and just more resources in general than those of us playing act 5 at release and players feeling they need to "catch up".
There are people complaining about act 6 that have only done one pass through Act 5 and never even attempted exploration yet. It's no real surprise they're finding it insanely difficult.
That's why I see what they were attempting with the 6.2 gates in forcing players to stop and regroup before pushing forward. They went a bit too far to an extent though. 6.2.2 Sinister, the 6.2.5 gates, and 6.2.6 are too prohibitive in my opinion but outside of those instances I much prefer the design of 6.2 over the ultra specific nodes and insane attack and health we got in 6.3 and 6.4 personally.
Same point, worded differently.
If only A6 had an Elder’s Bane gate, and A7, Throne Breaker.
If Act 6 was HEAVILY tuned down, that could be acceptable. Especially if Kabam listens and rethinks their approach to progressive story content so Act 7 isn't over-the-top obnoxious with nodes on nodes on nodes. Otherwise, it's just asking people to not bother at all with the story content anymore.
Ok Act 6 heavily toned down. Act 7 toned down in a similar way. So, which content will be left to actually challenge your r5 and 6*r3 rosters?
We need something, right? Should they change Variant difficulty to same as Variant 1? Because I know people will kick up a bigger storm if they made future variants difficult now.
This is the problem, what is supposed to be end game content in this game? It's always been story and additional Everest type content like Rol through AoL. Does it need to stay that way? If so, to what level should it be tuned? I personally don't have a problem with most of 6.2 and wasn't a fan of 6.3 and 6.4 but other people obviously feel differently. If story content is no longer going to be what tests the top tier players, can we really expect the jumps in roster progression that we get from it currently? What would replace it?
As you said I can only imagine how people would react if the Variants went from a sort of in-between to being the apex of content difficulty again. So are the top only supposed to get some legitimately challenging stuff every few years when we get the next Everest?
How about Frequent Challenges like the Champion Challenge, Boss Rush, and other type of Gauntlets? They could easily implement these as they have done with Variants.
Yes. That, and the equivalent of Give Me God of War/KYWAGB difficulty replay of story content for titles, Kudos points, Style points, etc.
The permanent story content shouldn't be at endgame content level. It's not like God of War with a credit roll after you beat the boss once and you unlock a newer extreme difficulty but can get better gear. In this game, you need to do it a bunch of times and you can't freely revive endlessly to keep trying your hand at a fight and hone your skills.
Absolutely not on titles and the like. If you don't actually incentivize end game content literally the only people you'll have doing it are YouTubers bc they make actual revenue from it. It will be a complete waste of development time bc the vast majority of players won't even bother with it which defeats the whole purpose of making it.
I'm on the side of making the Abyss and side events like the maze true end game content that they should put out on the monthly basis. Overtune away on the side events and just have a Mastery and Epic difficulties.
But the story mode should have the act 5 model in terms of nodes and an attack rating equal to the Abyss. They should do away with the current system where 96% of champs are not viable options.
They only have so much time available. They can't make 47 difficulties of everything to please everyone. That's the problem I was talking about, people are either going to have to accept that there's just non permanent stuff they won't be able to do or that story content is going to be very difficult. I fully expect a fair amount of screeching no matter what they decide to do.
You do not represent a typical f2p ( if you are in fact f2p).
How many units did it take you roughly to 100% 6.2 ?
Also my roster is plenty developed. I have 15 r5 5*. I have completed all other game modes I will be doing abyss next month once i have farmed up potions and revives/units. I have no issues in map 7, can solo mini bosses. Can do 10 fights in AW without deaths and dropping the boss at tier 5. I could bulldoze my way through 6.2 using units if i really wanted to.
You just don't get it
For me this isn't fun design where my ability to do something is luck based nor is it fun to do fights which have these super niche requirements that even if you were to meet you aren't rewarded for using specific counters. For vast majority of players its the same other wise we wouldn't be in this thread talking about it.
Yeah because people have vast amount of Gold, ISO etc to take up counters like Rocket. King Groot etc to r4 just to deal with a specific fight.
Mr Sinister is still a very niche fight. All those champions you have mentioned don't deal with the shock aspect of the fight or his healing. They basically deal with one node which is the one which applies poison to you and reduces your damage unless you have a fury. You still have the EMP node, you still have the healing aspect of mr Sinister. Please show me you soloing that fight with any of those champions. There isn't a single champion that completely counters that fight w/o synergies.
Backlash for 6.2 gates was huge prior to 6.2 release they only removed it because the data showed them that people weren't playing 6.2. A prime example is Seatin who is usually first in to all new content and one of the first to 100% it. He had no interest in doing 6.2 100% for a year. Also Legends time for 6.2 was like 11 days, which is ridiculous for a legends run.
Variant Content is a prime example of fun content which is challenging. So its not like you can't have fun content which is difficult.
To be honest, I've played pretty much since the start and maybe I've not played in a high enough alliance or maybe I haven't had as much luck with RNG but I definitely struggled during Act 6 exploration and didn't always have good counters regardless of rank up resources, I consider myself a reasonable player too. For those people who do have newer accounts and are motivated to push progress I think hearing that once they get to a point they need to wait potentially for months or years until RNG gives them what they need to satisfy gates AND those champs be able to clear the content must be hugely disheartening. If the situation was flipped I'd probably have called it a day.
Of course you'll have some variance in things depending on how much and at what level people are playing at. I also am not blaming the players for the situation at least solely. It's a combination of there being more access to higher tier rewards and just more resources in general than those of us playing act 5 at release and players feeling they need to "catch up".
There are people complaining about act 6 that have only done one pass through Act 5 and never even attempted exploration yet. It's no real surprise they're finding it insanely difficult.
That's why I see what they were attempting with the 6.2 gates in forcing players to stop and regroup before pushing forward. They went a bit too far to an extent though. 6.2.2 Sinister, the 6.2.5 gates, and 6.2.6 are too prohibitive in my opinion but outside of those instances I much prefer the design of 6.2 over the ultra specific nodes and insane attack and health we got in 6.3 and 6.4 personally.
Same point, worded differently.
If only A6 had an Elder’s Bane gate, and A7, Throne Breaker.
If Act 6 was HEAVILY tuned down, that could be acceptable. Especially if Kabam listens and rethinks their approach to progressive story content so Act 7 isn't over-the-top obnoxious with nodes on nodes on nodes. Otherwise, it's just asking people to not bother at all with the story content anymore.
Ok Act 6 heavily toned down. Act 7 toned down in a similar way. So, which content will be left to actually challenge your r5 and 6*r3 rosters?
We need something, right? Should they change Variant difficulty to same as Variant 1? Because I know people will kick up a bigger storm if they made future variants difficult now.
This is the problem, what is supposed to be end game content in this game? It's always been story and additional Everest type content like Rol through AoL. Does it need to stay that way? If so, to what level should it be tuned? I personally don't have a problem with most of 6.2 and wasn't a fan of 6.3 and 6.4 but other people obviously feel differently. If story content is no longer going to be what tests the top tier players, can we really expect the jumps in roster progression that we get from it currently? What would replace it?
As you said I can only imagine how people would react if the Variants went from a sort of in-between to being the apex of content difficulty again. So are the top only supposed to get some legitimately challenging stuff every few years when we get the next Everest?
How about Frequent Challenges like the Champion Challenge, Boss Rush, and other type of Gauntlets? They could easily implement these as they have done with Variants.
If they put those out tuned to the top tier players you'll have nothing but everyone else complaining that they can't do it. You already have people complaining when they come out and they're insanely easy for top tier players.
And Kabam shouldn’t be surprised by that. Literally every other content in the game has been made with those other people in mind. People complain because they want the rewards the top tier players are getting but for free. Kabam should put their foot down and create genuine content for endgame players.
I hate doing the whole quote thing because it takes up way too much room. Ok so I was the one that posted the 427 hits with Blade on KM. @xNig said my roster isn't good enough. My ally faces his ally in wars. We are both top 90 AQ allies, not whale prestige but 10.5+. I know how to play this game at a very high level. I have a rank 3 Corvus, Rank 2 Aegon duped and Human Torch. I have 21 rank 5 5*. I'm also ftp. I'm very well aware of the counters. I've done the hit into block thing with Corvus and Aegon. It's stupid, it's not fun. Why would I want to do a fight hitting into block for 15 minutes? I've done the sp3 thing with SS, same thing, gotta be like 400 plus hits if you want to solo any champ on that lane. BG did it with Sabertooth, KM, Void and some others. I actually don't have Sabertooth or Void. Since I'm ftp, I'm super stingy with my units, boosts, and pots. So I'm not reviving, boosting, or potting through that path. I want to try and do it itemless. And this is my point, that path is almost impossible with the champs and nodes to do itemless. If you brought in SS, GP, Thor Rags, Blade, and Hawkeye, you were FOR SURE using units, boosts, pots or a mix of them. I'm not about that life my man. And the casual player isn't about that life either. The content is not skill prevails, the content is pay to progress. And that's a major problem. The casual gamer might do one path in 6.2.6 but they will never 100% it, even a YEAR later. And that's a major problem.
To be honest, I've played pretty much since the start and maybe I've not played in a high enough alliance or maybe I haven't had as much luck with RNG but I definitely struggled during Act 6 exploration and didn't always have good counters regardless of rank up resources, I consider myself a reasonable player too. For those people who do have newer accounts and are motivated to push progress I think hearing that once they get to a point they need to wait potentially for months or years until RNG gives them what they need to satisfy gates AND those champs be able to clear the content must be hugely disheartening. If the situation was flipped I'd probably have called it a day.
Of course you'll have some variance in things depending on how much and at what level people are playing at. I also am not blaming the players for the situation at least solely. It's a combination of there being more access to higher tier rewards and just more resources in general than those of us playing act 5 at release and players feeling they need to "catch up".
There are people complaining about act 6 that have only done one pass through Act 5 and never even attempted exploration yet. It's no real surprise they're finding it insanely difficult.
That's why I see what they were attempting with the 6.2 gates in forcing players to stop and regroup before pushing forward. They went a bit too far to an extent though. 6.2.2 Sinister, the 6.2.5 gates, and 6.2.6 are too prohibitive in my opinion but outside of those instances I much prefer the design of 6.2 over the ultra specific nodes and insane attack and health we got in 6.3 and 6.4 personally.
Same point, worded differently.
If only A6 had an Elder’s Bane gate, and A7, Throne Breaker.
If Act 6 was HEAVILY tuned down, that could be acceptable. Especially if Kabam listens and rethinks their approach to progressive story content so Act 7 isn't over-the-top obnoxious with nodes on nodes on nodes. Otherwise, it's just asking people to not bother at all with the story content anymore.
Ok Act 6 heavily toned down. Act 7 toned down in a similar way. So, which content will be left to actually challenge your r5 and 6*r3 rosters?
We need something, right? Should they change Variant difficulty to same as Variant 1? Because I know people will kick up a bigger storm if they made future variants difficult now.
This is the problem, what is supposed to be end game content in this game? It's always been story and additional Everest type content like Rol through AoL. Does it need to stay that way? If so, to what level should it be tuned? I personally don't have a problem with most of 6.2 and wasn't a fan of 6.3 and 6.4 but other people obviously feel differently. If story content is no longer going to be what tests the top tier players, can we really expect the jumps in roster progression that we get from it currently? What would replace it?
As you said I can only imagine how people would react if the Variants went from a sort of in-between to being the apex of content difficulty again. So are the top only supposed to get some legitimately challenging stuff every few years when we get the next Everest?
How about Frequent Challenges like the Champion Challenge, Boss Rush, and other type of Gauntlets? They could easily implement these as they have done with Variants.
Yes. That, and the equivalent of Give Me God of War/KYWAGB difficulty replay of story content for titles, Kudos points, Style points, etc.
The permanent story content shouldn't be at endgame content level. It's not like God of War with a credit roll after you beat the boss once and you unlock a newer extreme difficulty but can get better gear. In this game, you need to do it a bunch of times and you can't freely revive endlessly to keep trying your hand at a fight and hone your skills.
Absolutely not on titles and the like. If you don't actually incentivize end game content literally the only people you'll have doing it are YouTubers bc they make actual revenue from it. It will be a complete waste of development time bc the vast majority of players won't even bother with it which defeats the whole purpose of making it.
What's the incentive now for story? Access to rankup materials to make the content you just bruted through slightly less terrible as you proceed to brute through it several more times?
Seems to me that the shiny new profile pics, showoff rank 3 champs and titles from Abyss are a pretty strong incentive. Why limit that reward structure to one bit of content? Why not have a #1 profile pic and it goes to the person with the current highest ContestScore™?
To be honest, I've played pretty much since the start and maybe I've not played in a high enough alliance or maybe I haven't had as much luck with RNG but I definitely struggled during Act 6 exploration and didn't always have good counters regardless of rank up resources, I consider myself a reasonable player too. For those people who do have newer accounts and are motivated to push progress I think hearing that once they get to a point they need to wait potentially for months or years until RNG gives them what they need to satisfy gates AND those champs be able to clear the content must be hugely disheartening. If the situation was flipped I'd probably have called it a day.
Of course you'll have some variance in things depending on how much and at what level people are playing at. I also am not blaming the players for the situation at least solely. It's a combination of there being more access to higher tier rewards and just more resources in general than those of us playing act 5 at release and players feeling they need to "catch up".
There are people complaining about act 6 that have only done one pass through Act 5 and never even attempted exploration yet. It's no real surprise they're finding it insanely difficult.
That's why I see what they were attempting with the 6.2 gates in forcing players to stop and regroup before pushing forward. They went a bit too far to an extent though. 6.2.2 Sinister, the 6.2.5 gates, and 6.2.6 are too prohibitive in my opinion but outside of those instances I much prefer the design of 6.2 over the ultra specific nodes and insane attack and health we got in 6.3 and 6.4 personally.
Same point, worded differently.
If only A6 had an Elder’s Bane gate, and A7, Throne Breaker.
If Act 6 was HEAVILY tuned down, that could be acceptable. Especially if Kabam listens and rethinks their approach to progressive story content so Act 7 isn't over-the-top obnoxious with nodes on nodes on nodes. Otherwise, it's just asking people to not bother at all with the story content anymore.
Ok Act 6 heavily toned down. Act 7 toned down in a similar way. So, which content will be left to actually challenge your r5 and 6*r3 rosters?
We need something, right? Should they change Variant difficulty to same as Variant 1? Because I know people will kick up a bigger storm if they made future variants difficult now.
This is the problem, what is supposed to be end game content in this game? It's always been story and additional Everest type content like Rol through AoL. Does it need to stay that way? If so, to what level should it be tuned? I personally don't have a problem with most of 6.2 and wasn't a fan of 6.3 and 6.4 but other people obviously feel differently. If story content is no longer going to be what tests the top tier players, can we really expect the jumps in roster progression that we get from it currently? What would replace it?
As you said I can only imagine how people would react if the Variants went from a sort of in-between to being the apex of content difficulty again. So are the top only supposed to get some legitimately challenging stuff every few years when we get the next Everest?
How about Frequent Challenges like the Champion Challenge, Boss Rush, and other type of Gauntlets? They could easily implement these as they have done with Variants.
Yes. That, and the equivalent of Give Me God of War/KYWAGB difficulty replay of story content for titles, Kudos points, Style points, etc.
The permanent story content shouldn't be at endgame content level. It's not like God of War with a credit roll after you beat the boss once and you unlock a newer extreme difficulty but can get better gear. In this game, you need to do it a bunch of times and you can't freely revive endlessly to keep trying your hand at a fight and hone your skills.
Absolutely not on titles and the like. If you don't actually incentivize end game content literally the only people you'll have doing it are YouTubers bc they make actual revenue from it. It will be a complete waste of development time bc the vast majority of players won't even bother with it which defeats the whole purpose of making it.
What's the incentive now for story? Access to rankup materials to make the content you just bruted through slightly less terrible as you proceed to brute through it several more times?
Seems to me that the shiny new profile pics, showoff rank 3 champs and titles from Abyss are a pretty strong incentive. Why limit that reward structure to one bit of content? Why not have a #1 profile pic and it goes to the person with the current highest ContestScore™?
I couldn't care less about abyss profile pics or R3 profile pics or titles. I'm concerned about roster progression. AW strength increases, prestige increases, and yes making my roster stronger for whatever comes next. I don't want something shiny for difficult content I want something useful. If those things aren't that important why do players care about the difficulty of the content and not being able to complete it now? They want to complete it for the rewards. If that wasn't the case you wouldn't have so many people complaining about the RNG still included in them.
Another thing I think needs to be changed is the t4cc crystal in the glory store. I think it either needs be replaced with a selector, add in a rotating class one like how it is for the other class catalysts, or increase the purchase limit to ten and decrease the cost. Why? Because I bought the full limit each week for two weeks to refill my mutant stash and this is what I got:
T4cc is the biggest bottleneck resource for my account. There just isn’t a lot of ways to get it like the other catalysts. The daily quests are so outdated that they aren’t worth the energy. The t4cc Arena doesn’t even give you a t4cc crystal. I can only get a max of 6 a week from glory and AQ. The AQ Map crystals (5&6) rarely give out fully formed catalysts and don’t give out fragments in high enough quantities. The t4cc fragment crystal is hard to come by too now. To make the issue worse, to take a six star to r3 you need 8 t4cc. Why? Why require t4ccs and why require so many of them? I’m having a harder time getting the mutant t4cc then I am getting the t5 basic or t2 alpha.
I think they should just add a selector like they have for the lower tier cats in the black iso market
It shouldn’t be behind a paywall. I don’t buy the black iso market so if it was available in it, I’d still be in the same situation.
To be honest, I've played pretty much since the start and maybe I've not played in a high enough alliance or maybe I haven't had as much luck with RNG but I definitely struggled during Act 6 exploration and didn't always have good counters regardless of rank up resources, I consider myself a reasonable player too. For those people who do have newer accounts and are motivated to push progress I think hearing that once they get to a point they need to wait potentially for months or years until RNG gives them what they need to satisfy gates AND those champs be able to clear the content must be hugely disheartening. If the situation was flipped I'd probably have called it a day.
Of course you'll have some variance in things depending on how much and at what level people are playing at. I also am not blaming the players for the situation at least solely. It's a combination of there being more access to higher tier rewards and just more resources in general than those of us playing act 5 at release and players feeling they need to "catch up".
There are people complaining about act 6 that have only done one pass through Act 5 and never even attempted exploration yet. It's no real surprise they're finding it insanely difficult.
That's why I see what they were attempting with the 6.2 gates in forcing players to stop and regroup before pushing forward. They went a bit too far to an extent though. 6.2.2 Sinister, the 6.2.5 gates, and 6.2.6 are too prohibitive in my opinion but outside of those instances I much prefer the design of 6.2 over the ultra specific nodes and insane attack and health we got in 6.3 and 6.4 personally.
Same point, worded differently.
If only A6 had an Elder’s Bane gate, and A7, Throne Breaker.
If Act 6 was HEAVILY tuned down, that could be acceptable. Especially if Kabam listens and rethinks their approach to progressive story content so Act 7 isn't over-the-top obnoxious with nodes on nodes on nodes. Otherwise, it's just asking people to not bother at all with the story content anymore.
Ok Act 6 heavily toned down. Act 7 toned down in a similar way. So, which content will be left to actually challenge your r5 and 6*r3 rosters?
We need something, right? Should they change Variant difficulty to same as Variant 1? Because I know people will kick up a bigger storm if they made future variants difficult now.
This is the problem, what is supposed to be end game content in this game? It's always been story and additional Everest type content like Rol through AoL. Does it need to stay that way? If so, to what level should it be tuned? I personally don't have a problem with most of 6.2 and wasn't a fan of 6.3 and 6.4 but other people obviously feel differently. If story content is no longer going to be what tests the top tier players, can we really expect the jumps in roster progression that we get from it currently? What would replace it?
As you said I can only imagine how people would react if the Variants went from a sort of in-between to being the apex of content difficulty again. So are the top only supposed to get some legitimately challenging stuff every few years when we get the next Everest?
How about Frequent Challenges like the Champion Challenge, Boss Rush, and other type of Gauntlets? They could easily implement these as they have done with Variants.
Yes. That, and the equivalent of Give Me God of War/KYWAGB difficulty replay of story content for titles, Kudos points, Style points, etc.
The permanent story content shouldn't be at endgame content level. It's not like God of War with a credit roll after you beat the boss once and you unlock a newer extreme difficulty but can get better gear. In this game, you need to do it a bunch of times and you can't freely revive endlessly to keep trying your hand at a fight and hone your skills.
Absolutely not on titles and the like. If you don't actually incentivize end game content literally the only people you'll have doing it are YouTubers bc they make actual revenue from it. It will be a complete waste of development time bc the vast majority of players won't even bother with it which defeats the whole purpose of making it.
What's the incentive now for story? Access to rankup materials to make the content you just bruted through slightly less terrible as you proceed to brute through it several more times?
Seems to me that the shiny new profile pics, showoff rank 3 champs and titles from Abyss are a pretty strong incentive. Why limit that reward structure to one bit of content? Why not have a #1 profile pic and it goes to the person with the current highest ContestScore™?
I couldn't care less about abyss profile pics or R3 profile pics or titles. I'm concerned about roster progression. AW strength increases, prestige increases, and yes making my roster stronger for whatever comes next. I don't want something shiny for difficult content I want something useful. If those things aren't that important why do players care about the difficulty of the content and not being able to complete it now? They want to complete it for the rewards. If that wasn't the case you wouldn't have so many people complaining about the RNG still included in them.
I didn't say no rewards should be the thing. I get that you want something useful but right now we're getting a series of spoons for digging through concrete. It's more useful than your hands, but basically no better than nothing compared to a jackhammer.
In my vision, the people that want to show off can get titles and trophy stuff for completing feats and the people that are masochists can beat their head against a wall with bonkers challenge content to get roster stuff. I'd probably do something like super boosts for them and targeted materials ("You just defeated Than-Tron the Glitchy Titan-bot! Choose from Alliance War perks, Alliance Quest perks, or Roster perks!") If you want both, do both. If you only want one kind of reward, do the content that gets it.
To be honest, I've played pretty much since the start and maybe I've not played in a high enough alliance or maybe I haven't had as much luck with RNG but I definitely struggled during Act 6 exploration and didn't always have good counters regardless of rank up resources, I consider myself a reasonable player too. For those people who do have newer accounts and are motivated to push progress I think hearing that once they get to a point they need to wait potentially for months or years until RNG gives them what they need to satisfy gates AND those champs be able to clear the content must be hugely disheartening. If the situation was flipped I'd probably have called it a day.
Of course you'll have some variance in things depending on how much and at what level people are playing at. I also am not blaming the players for the situation at least solely. It's a combination of there being more access to higher tier rewards and just more resources in general than those of us playing act 5 at release and players feeling they need to "catch up".
There are people complaining about act 6 that have only done one pass through Act 5 and never even attempted exploration yet. It's no real surprise they're finding it insanely difficult.
That's why I see what they were attempting with the 6.2 gates in forcing players to stop and regroup before pushing forward. They went a bit too far to an extent though. 6.2.2 Sinister, the 6.2.5 gates, and 6.2.6 are too prohibitive in my opinion but outside of those instances I much prefer the design of 6.2 over the ultra specific nodes and insane attack and health we got in 6.3 and 6.4 personally.
Same point, worded differently.
If only A6 had an Elder’s Bane gate, and A7, Throne Breaker.
If Act 6 was HEAVILY tuned down, that could be acceptable. Especially if Kabam listens and rethinks their approach to progressive story content so Act 7 isn't over-the-top obnoxious with nodes on nodes on nodes. Otherwise, it's just asking people to not bother at all with the story content anymore.
Ok Act 6 heavily toned down. Act 7 toned down in a similar way. So, which content will be left to actually challenge your r5 and 6*r3 rosters?
We need something, right? Should they change Variant difficulty to same as Variant 1? Because I know people will kick up a bigger storm if they made future variants difficult now.
This is the problem, what is supposed to be end game content in this game? It's always been story and additional Everest type content like Rol through AoL. Does it need to stay that way? If so, to what level should it be tuned? I personally don't have a problem with most of 6.2 and wasn't a fan of 6.3 and 6.4 but other people obviously feel differently. If story content is no longer going to be what tests the top tier players, can we really expect the jumps in roster progression that we get from it currently? What would replace it?
As you said I can only imagine how people would react if the Variants went from a sort of in-between to being the apex of content difficulty again. So are the top only supposed to get some legitimately challenging stuff every few years when we get the next Everest?
How about Frequent Challenges like the Champion Challenge, Boss Rush, and other type of Gauntlets? They could easily implement these as they have done with Variants.
Yes. That, and the equivalent of Give Me God of War/KYWAGB difficulty replay of story content for titles, Kudos points, Style points, etc.
The permanent story content shouldn't be at endgame content level. It's not like God of War with a credit roll after you beat the boss once and you unlock a newer extreme difficulty but can get better gear. In this game, you need to do it a bunch of times and you can't freely revive endlessly to keep trying your hand at a fight and hone your skills.
Absolutely not on titles and the like. If you don't actually incentivize end game content literally the only people you'll have doing it are YouTubers bc they make actual revenue from it. It will be a complete waste of development time bc the vast majority of players won't even bother with it which defeats the whole purpose of making it.
What's the incentive now for story? Access to rankup materials to make the content you just bruted through slightly less terrible as you proceed to brute through it several more times?
Seems to me that the shiny new profile pics, showoff rank 3 champs and titles from Abyss are a pretty strong incentive. Why limit that reward structure to one bit of content? Why not have a #1 profile pic and it goes to the person with the current highest ContestScore™?
I couldn't care less about abyss profile pics or R3 profile pics or titles. I'm concerned about roster progression. AW strength increases, prestige increases, and yes making my roster stronger for whatever comes next. I don't want something shiny for difficult content I want something useful. If those things aren't that important why do players care about the difficulty of the content and not being able to complete it now? They want to complete it for the rewards. If that wasn't the case you wouldn't have so many people complaining about the RNG still included in them.
I didn't say no rewards should be the thing. I get that you want something useful but right now we're getting a series of spoons for digging through concrete. It's more useful than your hands, but basically no better than nothing compared to a jackhammer.
In my vision, the people that want to show off can get titles and trophy stuff for completing feats and the people that are masochists can beat their head against a wall with bonkers challenge content to get roster stuff. I'd probably do something like super boosts for them and targeted materials ("You just defeated Than-Tron the Glitchy Titan-bot! Choose from Alliance War perks, Alliance Quest perks, or Roster perks!") If you want both, do both. If you only want one kind of reward, do the content that gets it.
Nah absolutely not. I guarantee you I'm in the majority of end game players with this as well. Top level difficulty should be rewarded with top level rewards. I have no idea why people think they should be able to get the same roster strength as end game players for mediocre content.
To be honest, I've played pretty much since the start and maybe I've not played in a high enough alliance or maybe I haven't had as much luck with RNG but I definitely struggled during Act 6 exploration and didn't always have good counters regardless of rank up resources, I consider myself a reasonable player too. For those people who do have newer accounts and are motivated to push progress I think hearing that once they get to a point they need to wait potentially for months or years until RNG gives them what they need to satisfy gates AND those champs be able to clear the content must be hugely disheartening. If the situation was flipped I'd probably have called it a day.
Of course you'll have some variance in things depending on how much and at what level people are playing at. I also am not blaming the players for the situation at least solely. It's a combination of there being more access to higher tier rewards and just more resources in general than those of us playing act 5 at release and players feeling they need to "catch up".
There are people complaining about act 6 that have only done one pass through Act 5 and never even attempted exploration yet. It's no real surprise they're finding it insanely difficult.
That's why I see what they were attempting with the 6.2 gates in forcing players to stop and regroup before pushing forward. They went a bit too far to an extent though. 6.2.2 Sinister, the 6.2.5 gates, and 6.2.6 are too prohibitive in my opinion but outside of those instances I much prefer the design of 6.2 over the ultra specific nodes and insane attack and health we got in 6.3 and 6.4 personally.
Same point, worded differently.
If only A6 had an Elder’s Bane gate, and A7, Throne Breaker.
If Act 6 was HEAVILY tuned down, that could be acceptable. Especially if Kabam listens and rethinks their approach to progressive story content so Act 7 isn't over-the-top obnoxious with nodes on nodes on nodes. Otherwise, it's just asking people to not bother at all with the story content anymore.
Ok Act 6 heavily toned down. Act 7 toned down in a similar way. So, which content will be left to actually challenge your r5 and 6*r3 rosters?
We need something, right? Should they change Variant difficulty to same as Variant 1? Because I know people will kick up a bigger storm if they made future variants difficult now.
This is the problem, what is supposed to be end game content in this game? It's always been story and additional Everest type content like Rol through AoL. Does it need to stay that way? If so, to what level should it be tuned? I personally don't have a problem with most of 6.2 and wasn't a fan of 6.3 and 6.4 but other people obviously feel differently. If story content is no longer going to be what tests the top tier players, can we really expect the jumps in roster progression that we get from it currently? What would replace it?
As you said I can only imagine how people would react if the Variants went from a sort of in-between to being the apex of content difficulty again. So are the top only supposed to get some legitimately challenging stuff every few years when we get the next Everest?
How about Frequent Challenges like the Champion Challenge, Boss Rush, and other type of Gauntlets? They could easily implement these as they have done with Variants.
Yes. That, and the equivalent of Give Me God of War/KYWAGB difficulty replay of story content for titles, Kudos points, Style points, etc.
The permanent story content shouldn't be at endgame content level. It's not like God of War with a credit roll after you beat the boss once and you unlock a newer extreme difficulty but can get better gear. In this game, you need to do it a bunch of times and you can't freely revive endlessly to keep trying your hand at a fight and hone your skills.
Absolutely not on titles and the like. If you don't actually incentivize end game content literally the only people you'll have doing it are YouTubers bc they make actual revenue from it. It will be a complete waste of development time bc the vast majority of players won't even bother with it which defeats the whole purpose of making it.
What's the incentive now for story? Access to rankup materials to make the content you just bruted through slightly less terrible as you proceed to brute through it several more times?
Seems to me that the shiny new profile pics, showoff rank 3 champs and titles from Abyss are a pretty strong incentive. Why limit that reward structure to one bit of content? Why not have a #1 profile pic and it goes to the person with the current highest ContestScore™?
I couldn't care less about abyss profile pics or R3 profile pics or titles. I'm concerned about roster progression. AW strength increases, prestige increases, and yes making my roster stronger for whatever comes next. I don't want something shiny for difficult content I want something useful. If those things aren't that important why do players care about the difficulty of the content and not being able to complete it now? They want to complete it for the rewards. If that wasn't the case you wouldn't have so many people complaining about the RNG still included in them.
I didn't say no rewards should be the thing. I get that you want something useful but right now we're getting a series of spoons for digging through concrete. It's more useful than your hands, but basically no better than nothing compared to a jackhammer.
In my vision, the people that want to show off can get titles and trophy stuff for completing feats and the people that are masochists can beat their head against a wall with bonkers challenge content to get roster stuff. I'd probably do something like super boosts for them and targeted materials ("You just defeated Than-Tron the Glitchy Titan-bot! Choose from Alliance War perks, Alliance Quest perks, or Roster perks!") If you want both, do both. If you only want one kind of reward, do the content that gets it.
Nah absolutely not. I guarantee you I'm in the majority of end game players with this as well. Top level difficulty should be rewarded with top level rewards. I have no idea why people think they should be able to get the same roster strength as end game players for mediocre content.
Want top level resources? Beat top level content.
Top level content isn't hard if you have any type of disposable income, it just takes repetition for anyone. We just want the fights to be fun. Banging our heads against the wall with OG Punisher taking 30% of your health by a blocked sp1 due to a block proficiency node when the attack is already 15k is not fun. (On top of dealing with diss track which takes away 95% of your options)
Variant Content is a prime example of fun content which is challenging. So its not like you can't have fun content which is difficult.
This isn't true from Variant 2 onwards. As a FTP stingy mofo, I did the variant 4 before the first weekend that it dropped without spending a single revive on it. New variants are not challenging if you have some good champs.
Well you clearly had the right champs to do that with variant 4. I know others who struggled with that DPX and who struggled with Electro, or struggled with the 1* chapter. But i would probably say on a whole variant 4 is the easiest.
At the same time you can't just run it with any champ you still need to bring counters etc.
If you honestly thing variant 3 is easy feel free to demonstrate taking down fights like rogue or Korg or Dr Strange with cyclops.
To be honest, I've played pretty much since the start and maybe I've not played in a high enough alliance or maybe I haven't had as much luck with RNG but I definitely struggled during Act 6 exploration and didn't always have good counters regardless of rank up resources, I consider myself a reasonable player too. For those people who do have newer accounts and are motivated to push progress I think hearing that once they get to a point they need to wait potentially for months or years until RNG gives them what they need to satisfy gates AND those champs be able to clear the content must be hugely disheartening. If the situation was flipped I'd probably have called it a day.
Of course you'll have some variance in things depending on how much and at what level people are playing at. I also am not blaming the players for the situation at least solely. It's a combination of there being more access to higher tier rewards and just more resources in general than those of us playing act 5 at release and players feeling they need to "catch up".
There are people complaining about act 6 that have only done one pass through Act 5 and never even attempted exploration yet. It's no real surprise they're finding it insanely difficult.
That's why I see what they were attempting with the 6.2 gates in forcing players to stop and regroup before pushing forward. They went a bit too far to an extent though. 6.2.2 Sinister, the 6.2.5 gates, and 6.2.6 are too prohibitive in my opinion but outside of those instances I much prefer the design of 6.2 over the ultra specific nodes and insane attack and health we got in 6.3 and 6.4 personally.
Same point, worded differently.
If only A6 had an Elder’s Bane gate, and A7, Throne Breaker.
If Act 6 was HEAVILY tuned down, that could be acceptable. Especially if Kabam listens and rethinks their approach to progressive story content so Act 7 isn't over-the-top obnoxious with nodes on nodes on nodes. Otherwise, it's just asking people to not bother at all with the story content anymore.
Ok Act 6 heavily toned down. Act 7 toned down in a similar way. So, which content will be left to actually challenge your r5 and 6*r3 rosters?
We need something, right? Should they change Variant difficulty to same as Variant 1? Because I know people will kick up a bigger storm if they made future variants difficult now.
This is the problem, what is supposed to be end game content in this game? It's always been story and additional Everest type content like Rol through AoL. Does it need to stay that way? If so, to what level should it be tuned? I personally don't have a problem with most of 6.2 and wasn't a fan of 6.3 and 6.4 but other people obviously feel differently. If story content is no longer going to be what tests the top tier players, can we really expect the jumps in roster progression that we get from it currently? What would replace it?
As you said I can only imagine how people would react if the Variants went from a sort of in-between to being the apex of content difficulty again. So are the top only supposed to get some legitimately challenging stuff every few years when we get the next Everest?
How about Frequent Challenges like the Champion Challenge, Boss Rush, and other type of Gauntlets? They could easily implement these as they have done with Variants.
Yes. That, and the equivalent of Give Me God of War/KYWAGB difficulty replay of story content for titles, Kudos points, Style points, etc.
The permanent story content shouldn't be at endgame content level. It's not like God of War with a credit roll after you beat the boss once and you unlock a newer extreme difficulty but can get better gear. In this game, you need to do it a bunch of times and you can't freely revive endlessly to keep trying your hand at a fight and hone your skills.
Absolutely not on titles and the like. If you don't actually incentivize end game content literally the only people you'll have doing it are YouTubers bc they make actual revenue from it. It will be a complete waste of development time bc the vast majority of players won't even bother with it which defeats the whole purpose of making it.
What's the incentive now for story? Access to rankup materials to make the content you just bruted through slightly less terrible as you proceed to brute through it several more times?
Seems to me that the shiny new profile pics, showoff rank 3 champs and titles from Abyss are a pretty strong incentive. Why limit that reward structure to one bit of content? Why not have a #1 profile pic and it goes to the person with the current highest ContestScore™?
I couldn't care less about abyss profile pics or R3 profile pics or titles. I'm concerned about roster progression. AW strength increases, prestige increases, and yes making my roster stronger for whatever comes next. I don't want something shiny for difficult content I want something useful. If those things aren't that important why do players care about the difficulty of the content and not being able to complete it now? They want to complete it for the rewards. If that wasn't the case you wouldn't have so many people complaining about the RNG still included in them.
I didn't say no rewards should be the thing. I get that you want something useful but right now we're getting a series of spoons for digging through concrete. It's more useful than your hands, but basically no better than nothing compared to a jackhammer.
In my vision, the people that want to show off can get titles and trophy stuff for completing feats and the people that are masochists can beat their head against a wall with bonkers challenge content to get roster stuff. I'd probably do something like super boosts for them and targeted materials ("You just defeated Than-Tron the Glitchy Titan-bot! Choose from Alliance War perks, Alliance Quest perks, or Roster perks!") If you want both, do both. If you only want one kind of reward, do the content that gets it.
Nah absolutely not. I guarantee you I'm in the majority of end game players with this as well. Top level difficulty should be rewarded with top level rewards. I have no idea why people think they should be able to get the same roster strength as end game players for mediocre content.
Want top level resources? Beat top level content.
Did you read what I wrote? If you don't do the insane over the top content, you don't get the corresponding rewards which would be useful to you for AW/AQ/Roster. If you do, you get to choose the reward package that trips your trigger, and if you want all 3 reward types, you have to do it 3 times. If you don't play it, you can't get those rewards. If you want the AW megaboost for you rank 3 Domino, you know where to go. If you just want 10k shards, stick to the monthly EQ.
This game only has champs and not other types of deep roster enhancements or differentiators. If you have beaten everything 100%, top3 AQAW , you might have 2 rank 3 6 stars that are only OK and have good prestige just because of their rank. I might have 2 rank 3 6 stars that are great and have high prestige and I can definitely get that without having completed every bit of content in the game. The big idea is that rewards should be different and appropriate for different content and effort. It's stupid for me to open an accumulated with no effort basic and pull a 6star Doom while you work your butt off in Abyss and dupe a Thor Jane.
The big idea is that rewards should be different and appropriate for different content and effort. It's stupid for me to open an accumulated with no effort basic and pull a 6star Doom while you work your butt off in Abyss and dupe a Thor Jane.
Rewards should be better, and should help you progress through the game easier, faster, and more effectively. This is why other areas of the game that are mismanaged should be polished off - like Masteries. You can create Masteries that accomplish exactly this (that you have to be a certain level to unlock, or have to have completed certain content to unlock) and reward players with Mastery Points. There's no reason that Kabam couldn't make a Mastery (as an example) that lets you do 300% damage on a single hit if you execute that hit within 0.5 seconds of making a Well-Timed Block to deal with opponents that have 300%+ Health Boosts. It rewards some level of skill (this one doesn't take a ton of skill, but it's just an easy example) and makes long slog fights not quite as long anymore. The point is, you can give meaningful rewards that aren't just Champion, Rank Up Material, or Boost, and that aren't hollow rewards like a Title (unless that title does something; having a specific Title on could provide some kind of benefit if they coded it to work that way) or a Profile Picture.
Another thing I think needs to be changed is the t4cc crystal in the glory store. I think it either needs be replaced with a selector, add in a rotating class one like how it is for the other class catalysts, or increase the purchase limit to ten and decrease the cost. Why? Because I bought the full limit each week for two weeks to refill my mutant stash and this is what I got:
T4cc is the biggest bottleneck resource for my account. There just isn’t a lot of ways to get it like the other catalysts. The daily quests are so outdated that they aren’t worth the energy. The t4cc Arena doesn’t even give you a t4cc crystal. I can only get a max of 6 a week from glory and AQ. The AQ Map crystals (5&6) rarely give out fully formed catalysts and don’t give out fragments in high enough quantities. The t4cc fragment crystal is hard to come by too now. To make the issue worse, to take a six star to r3 you need 8 t4cc. Why? Why require t4ccs and why require so many of them? I’m having a harder time getting the mutant t4cc then I am getting the t5 basic or t2 alpha.
I think they should just add a selector like they have for the lower tier cats in the black iso market
It shouldn’t be behind a paywall. I don’t buy the black iso market so if it was available in it, I’d still be in the same situation.
To be fair, it's worth it. If someone can't afford it, that's understandable. The amount of Resources I get for the price of a couple cups of coffee is definitely worth the ten bucks a month.
The big idea is that rewards should be different and appropriate for different content and effort. It's stupid for me to open an accumulated with no effort basic and pull a 6star Doom while you work your butt off in Abyss and dupe a Thor Jane.
Rewards should be better, and should help you progress through the game easier, faster, and more effectively. This is why other areas of the game that are mismanaged should be polished off - like Masteries. You can create Masteries that accomplish exactly this (that you have to be a certain level to unlock, or have to have completed certain content to unlock) and reward players with Mastery Points. There's no reason that Kabam couldn't make a Mastery (as an example) that lets you do 300% damage on a single hit if you execute that hit within 0.5 seconds of making a Well-Timed Block to deal with opponents that have 300%+ Health Boosts. It rewards some level of skill (this one doesn't take a ton of skill, but it's just an easy example) and makes long slog fights not quite as long anymore. The point is, you can give meaningful rewards that aren't just Champion, Rank Up Material, or Boost, and that aren't hollow rewards like a Title (unless that title does something; having a specific Title on could provide some kind of benefit if they coded it to work that way) or a Profile Picture.
Best wishes!
I like that idea too. In other threads I've advocated for expanding #attributes and masteries as well as a way to enhance champs without breaking the game.
Variant Content is a prime example of fun content which is challenging. So its not like you can't have fun content which is difficult.
This isn't true from Variant 2 onwards. As a FTP stingy mofo, I did the variant 4 before the first weekend that it dropped without spending a single revive on it. New variants are not challenging if you have some good champs.
Well you clearly had the right champs to do that with variant 4. I know others who struggled with that DPX and who struggled with Electro, or struggled with the 1* chapter. But i would probably say on a whole variant 4 is the easiest.
At the same time you can't just run it with any champ you still need to bring counters etc.
If you honestly thing variant 3 is easy feel free to demonstrate taking down fights like rogue or Korg or Dr Strange with cyclops.
I said good champs... cyclops is a terrible champ.
Be careful. I'm sure Kabam Miike reads this thread.
Another thing I think needs to be changed is the t4cc crystal in the glory store. I think it either needs be replaced with a selector, add in a rotating class one like how it is for the other class catalysts, or increase the purchase limit to ten and decrease the cost. Why? Because I bought the full limit each week for two weeks to refill my mutant stash and this is what I got:
T4cc is the biggest bottleneck resource for my account. There just isn’t a lot of ways to get it like the other catalysts. The daily quests are so outdated that they aren’t worth the energy. The t4cc Arena doesn’t even give you a t4cc crystal. I can only get a max of 6 a week from glory and AQ. The AQ Map crystals (5&6) rarely give out fully formed catalysts and don’t give out fragments in high enough quantities. The t4cc fragment crystal is hard to come by too now. To make the issue worse, to take a six star to r3 you need 8 t4cc. Why? Why require t4ccs and why require so many of them? I’m having a harder time getting the mutant t4cc then I am getting the t5 basic or t2 alpha.
I think they should just add a selector like they have for the lower tier cats in the black iso market
It shouldn’t be behind a paywall. I don’t buy the black iso market so if it was available in it, I’d still be in the same situation.
To be fair, it's worth it. If someone can't afford it, that's understandable. The amount of Resources I get for the price of a couple cups of coffee is definitely worth the ten bucks a month.
I don’t think it’s worth it really. I used to get it every month, but I’m able to grind out all the resources from the black iso market on my own.
Comments
T4cc is the biggest bottleneck resource for my account. There just isn’t a lot of ways to get it like the other catalysts. The daily quests are so outdated that they aren’t worth the energy. The t4cc Arena doesn’t even give you a t4cc crystal. I can only get a max of 6 a week from glory and AQ. The AQ Map crystals (5&6) rarely give out fully formed catalysts and don’t give out fragments in high enough quantities. The t4cc fragment crystal is hard to come by too now. To make the issue worse, to take a six star to r3 you need 8 t4cc. Why? Why require t4ccs and why require so many of them? I’m having a harder time getting the mutant t4cc then I am getting the t5 basic or t2 alpha.
The permanent story content shouldn't be at endgame content level. It's not like God of War with a credit roll after you beat the boss once and you unlock a newer extreme difficulty but can get better gear. In this game, you need to do it a bunch of times and you can't freely revive endlessly to keep trying your hand at a fight and hone your skills.
But the story mode should have the act 5 model in terms of nodes and an attack rating equal to the Abyss. They should do away with the current system where 96% of champs are not viable options.
Ok sure you are f2p.
You have 3 accounts all at Caviler i believe ?
You do not represent a typical f2p ( if you are in fact f2p).
How many units did it take you roughly to 100% 6.2 ?
Also my roster is plenty developed. I have 15 r5 5*. I have completed all other game modes I will be doing abyss next month once i have farmed up potions and revives/units. I have no issues in map 7, can solo mini bosses. Can do 10 fights in AW without deaths and dropping the boss at tier 5. I could bulldoze my way through 6.2 using units if i really wanted to.
You just don't get it
For me this isn't fun design where my ability to do something is luck based nor is it fun to do fights which have these super niche requirements that even if you were to meet you aren't rewarded for using specific counters. For vast majority of players its the same other wise we wouldn't be in this thread talking about it.
Yeah because people have vast amount of Gold, ISO etc to take up counters like Rocket. King Groot etc to r4 just to deal with a specific fight.
Mr Sinister is still a very niche fight. All those champions you have mentioned don't deal with the shock aspect of the fight or his healing. They basically deal with one node which is the one which applies poison to you and reduces your damage unless you have a fury. You still have the EMP node, you still have the healing aspect of mr Sinister. Please show me you soloing that fight with any of those champions. There isn't a single champion that completely counters that fight w/o synergies.
Backlash for 6.2 gates was huge prior to 6.2 release they only removed it because the data showed them that people weren't playing 6.2. A prime example is Seatin who is usually first in to all new content and one of the first to 100% it. He had no interest in doing 6.2 100% for a year. Also Legends time for 6.2 was like 11 days, which is ridiculous for a legends run.
Variant Content is a prime example of fun content which is challenging. So its not like you can't have fun content which is difficult.
Seems to me that the shiny new profile pics, showoff rank 3 champs and titles from Abyss are a pretty strong incentive. Why limit that reward structure to one bit of content? Why not have a #1 profile pic and it goes to the person with the current highest ContestScore™?
In my vision, the people that want to show off can get titles and trophy stuff for completing feats and the people that are masochists can beat their head against a wall with bonkers challenge content to get roster stuff. I'd probably do something like super boosts for them and targeted materials ("You just defeated Than-Tron the Glitchy Titan-bot! Choose from Alliance War perks, Alliance Quest perks, or Roster perks!") If you want both, do both. If you only want one kind of reward, do the content that gets it.
Want top level resources? Beat top level content.
Well you clearly had the right champs to do that with variant 4. I know others who struggled with that DPX and who struggled with Electro, or struggled with the 1* chapter. But i would probably say on a whole variant 4 is the easiest.
At the same time you can't just run it with any champ you still need to bring counters etc.
If you honestly thing variant 3 is easy feel free to demonstrate taking down fights like rogue or Korg or Dr Strange with cyclops.
If you don't play it, you can't get those rewards. If you want the AW megaboost for you rank 3 Domino, you know where to go. If you just want 10k shards, stick to the monthly EQ.
This game only has champs and not other types of deep roster enhancements or differentiators. If you have beaten everything 100%, top3 AQAW , you might have 2 rank 3 6 stars that are only OK and have good prestige just because of their rank. I might have 2 rank 3 6 stars that are great and have high prestige and I can definitely get that without having completed every bit of content in the game.
The big idea is that rewards should be different and appropriate for different content and effort. It's stupid for me to open an accumulated with no effort basic and pull a 6star Doom while you work your butt off in Abyss and dupe a Thor Jane.
Best wishes!