A bit disappointed the global on canadian difficulty stays the same, and overall difficulty is still a bit lower than what I’d hope for. The combinations of nodes make for very fun fights though so that’s nice.
Ya doesn't seem to be scaling in difficulty. Might be to easy overall. Still pretty easy to play through if you have a developed roster of counters to the nodes.
I don't think it needs to extremely tuned up to be absurd but I don't see the "hard lanes" that I was expecting.
Still more to come and there are more lanes in the upcoming chapters too.
I had 7 ambushes in 14 paths. Don't know why some people he seems to pop up all the time, and other people not so much. Sure, it is supposed to be RNG, but, I wonder what the odds are actually for him popping up?
I didn't get him once on Epic week one. Did two runs in the week 2 quest and haven't seen him yet. The regular fights don't seem any harder.
A bit more interesting than week one. I think it is a notch more difficult, but for players with very wide rosters or very high skill level the difference in difficulty is probably not substantive. I do see the *nature* of the difficulty being a step forward from content in the past, in that the paths reward thinking about counters and tactics more than they reward brute force. I found week 2 to be "sustainable difficulty" for me personally; it wasn't so easy that it was a boring grind through all eight paths, but not so hard that it required sufficiently high focus that I wanted to put it down for a while after doing one path.
This is extremely personalized, but I found it to be entertaining to blitz through. I suppose that might imply it is still a little too easy, but I still found it fun to play through. This is aided in large part by the fact there's no energy requirement and no entrance limits, so you can just try something to see if it will work or not. If either wasn't true I would be less likely to experiment and more likely to go straight to the absolute best attack options and safest playstyle, which would make it less interesting to play. That is something the devs should consider when it comes to balancing high difficulty content: the more experimentation you allow for, the more latitude you probably have to design the difficulty and the more likely the players themselves will be to make the content more interesting for themselves to play.
I don't like the choice of nodes. Having a "invulnerable to damage unless attacker has 3 buffs" is fine in a story quest that's never going anywhere but as of now you deny me part of the prize unless I drop a correct champion of a high enough * rating and rank him up to a decent level within a month. Kabam pls.
....There's another bit of debate to consider. Some players want every fight to be doable with any champ, even if it is excessively difficult. But the flip side to that is if you make content like that, then many of the players who do not have optimal counters (or lack the requisite skill) will feel compelled to spend past the content. And then we get the problem of players claiming the rewards do not match the cost of the content, when the intent was never to have players spend ludicrous amounts to complete the content. There is a legitimate argument to be made that sometimes the game should straight up tell players that if they aren't ready to do it, don't bother spending to try, to prevent players from feeling pressured into spending more than they should.
The roadmap explains that the difficulty is intended to have paths in it that will stop players with less developed rosters from exploring the quest. I guess the difficulty is in how Kabam communicates to players in-game that they're not expected to be able to complete the quest unless they do have developed rosters. They need to somehow counteract the latent expectation that some players have with time-limited content of "see reward, get reward" else the forums will forever be full of complaints about Cavalier difficulty gating penalising players (even though that's intentional).
From the Dev Diary:
"To do so, we are building an easy path in each Quest, so that any Cavalier player can attempt to obtain the completion rewards without a super-wide roster. The completion rewards will help you develop the breadth of your roster; helping you rank up your 5-Stars Champions up to Rank 5.
Once your roster is wider, and your skills sharper, you would be able to challenge yourself by attempting the exploration. Exploring the Cavalier difficulty would require either a good amount of skill, a wide range of ranked-up Champions, or a lot of power! But if you succeed, those Tier 5 Class Catalyst Fragments will be yours!"
I don't like the choice of nodes. Having a "invulnerable to damage unless attacker has 3 buffs" is fine in a story quest that's never going anywhere but as of now you deny me part of the prize unless I drop a correct champion of a high enough * rating and rank him up to a decent level within a month. Kabam pls.
....There's another bit of debate to consider. Some players want every fight to be doable with any champ, even if it is excessively difficult. But the flip side to that is if you make content like that, then many of the players who do not have optimal counters (or lack the requisite skill) will feel compelled to spend past the content. And then we get the problem of players claiming the rewards do not match the cost of the content, when the intent was never to have players spend ludicrous amounts to complete the content. There is a legitimate argument to be made that sometimes the game should straight up tell players that if they aren't ready to do it, don't bother spending to try, to prevent players from feeling pressured into spending more than they should.
The roadmap explains that the difficulty is intended to have paths in it that will stop players with less developed rosters from exploring the quest. I guess the difficulty is in how Kabam communicates to players in-game that they're not expected to be able to complete the quest unless they do have developed rosters. They need to somehow counteract the latent expectation that some players have with time-limited content of "see reward, get reward" else the forums will forever be full of complaints about Cavalier difficulty gating penalising players (even though that's intentional).
From the Dev Diary:
"To do so, we are building an easy path in each Quest, so that any Cavalier player can attempt to obtain the completion rewards without a super-wide roster. The completion rewards will help you develop the breadth of your roster; helping you rank up your 5-Stars Champions up to Rank 5.
Once your roster is wider, and your skills sharper, you would be able to challenge yourself by attempting the exploration. Exploring the Cavalier difficulty would require either a good amount of skill, a wide range of ranked-up Champions, or a lot of power! But if you succeed, those Tier 5 Class Catalyst Fragments will be yours!"
You don't need an extensive roster for this. You can do it with 4*s. It's laughable as the next level of difficulty so far.
I don't like the choice of nodes. Having a "invulnerable to damage unless attacker has 3 buffs" is fine in a story quest that's never going anywhere but as of now you deny me part of the prize unless I drop a correct champion of a high enough * rating and rank him up to a decent level within a month. Kabam pls.
....There's another bit of debate to consider. Some players want every fight to be doable with any champ, even if it is excessively difficult. But the flip side to that is if you make content like that, then many of the players who do not have optimal counters (or lack the requisite skill) will feel compelled to spend past the content. And then we get the problem of players claiming the rewards do not match the cost of the content, when the intent was never to have players spend ludicrous amounts to complete the content. There is a legitimate argument to be made that sometimes the game should straight up tell players that if they aren't ready to do it, don't bother spending to try, to prevent players from feeling pressured into spending more than they should.
The roadmap explains that the difficulty is intended to have paths in it that will stop players with less developed rosters from exploring the quest. I guess the difficulty is in how Kabam communicates to players in-game that they're not expected to be able to complete the quest unless they do have developed rosters. They need to somehow counteract the latent expectation that some players have with time-limited content of "see reward, get reward" else the forums will forever be full of complaints about Cavalier difficulty gating penalising players (even though that's intentional).
From the Dev Diary:
"To do so, we are building an easy path in each Quest, so that any Cavalier player can attempt to obtain the completion rewards without a super-wide roster. The completion rewards will help you develop the breadth of your roster; helping you rank up your 5-Stars Champions up to Rank 5.
Once your roster is wider, and your skills sharper, you would be able to challenge yourself by attempting the exploration. Exploring the Cavalier difficulty would require either a good amount of skill, a wide range of ranked-up Champions, or a lot of power! But if you succeed, those Tier 5 Class Catalyst Fragments will be yours!"
You don't need an extensive roster for this. You can do it with 4*s. It's laughable as the next level of difficulty so far.
4 disagrees but the statement that it can be done with 4*s is an objective fact. It can also be easily demonstrated. So, what's the basis for disagreement?
I think Kabam did a great job with CANADIAN difficulty. They were trying to make a mode that would add challenge, but still allow a lot of summoners to complete it for data acquisition. Leaning primarily on strong, but doable nodes was the perfect strategy.
As they said, this is step 1 in their quest to tune Cavalier.
Comments
I don't think it needs to extremely tuned up to be absurd but I don't see the "hard lanes" that I was expecting.
Still more to come and there are more lanes in the upcoming chapters too.
This is extremely personalized, but I found it to be entertaining to blitz through. I suppose that might imply it is still a little too easy, but I still found it fun to play through. This is aided in large part by the fact there's no energy requirement and no entrance limits, so you can just try something to see if it will work or not. If either wasn't true I would be less likely to experiment and more likely to go straight to the absolute best attack options and safest playstyle, which would make it less interesting to play. That is something the devs should consider when it comes to balancing high difficulty content: the more experimentation you allow for, the more latitude you probably have to design the difficulty and the more likely the players themselves will be to make the content more interesting for themselves to play.
We get two tier4cc shard crystals for both no increase for master wtf
Quit short changing
You give more rewards (not much but it’s more) for harder difficulty but not this one what gives
Nobody wants to keep doing the same quest over and over just to accomplish some stupid mission, so whatever. 😒
From the Dev Diary:
"To do so, we are building an easy path in each Quest, so that any Cavalier player can attempt to obtain the completion rewards without a super-wide roster. The completion rewards will help you develop the breadth of your roster; helping you rank up your 5-Stars Champions up to Rank 5.
Once your roster is wider, and your skills sharper, you would be able to challenge yourself by attempting the exploration. Exploring the Cavalier difficulty would require either a good amount of skill, a wide range of ranked-up Champions, or a lot of power! But if you succeed, those Tier 5 Class Catalyst Fragments will be yours!"
They were trying to make a mode that would add challenge, but still allow a lot of summoners to complete it for data acquisition.
Leaning primarily on strong, but doable nodes was the perfect strategy.
As they said, this is step 1 in their quest to tune Cavalier.