**WINTER OF WOE - BONUS OBJECTIVE POINT**
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
There is currently an issue where some Alliances are are unable to find a match in Alliance Wars, or are receiving Byes without getting the benefits of the Win. We will be adjusting the Season Points of the Alliances that are affected within the coming weeks, and will be working to compensate them for their missed Per War rewards as well.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
Comments
However, I do have to ask... why can't they tune it as the player's grow? They have the data (presumably) on how many players complete a piece of content and how many items it requires. Why is tuning cavalier as players grow not an option? Players grow, the monthly event should as well. I guess what I'm saying is it doesn't necessarily have to be at the tippy top of difficulty to still have some longevity to it.
See, for D7, the number of incoming nodes increases as the room number increases, from a baseline of 2, to 3, to more.
What can be done is to have Cavalier difficulty tuned the same way. What I’m saying is, upon selection of Cavalier difficulty, there’ll be a scale of difficulty to choose from from 1-5, where the number of incoming/global nodes will increase (of course designed and not random) to make it encounters extremely extremely niche and tough, that even the top 0.0001% has a very slim chance of exploring (think Acid Wash Mysterio + Aspect of War).
Rewards wise, it can be scaled to A + x(B) where each additional difficulty chosen will scale the rewards by a certain amount, but also keep a baseline reward for new cavaliers.
However, the catch is that it is ONE quest, ie once you complete/explore it, it is deemed completed/explored so there will be no double dipping of rewards.
In this way, cavaliers can gradually grow into a certain difficulty, and difficulties 1-5 can scale as players progress, even tuning Cav Diff 5 to 6*R4/5s.
In the second week the health pools are at 100k approx and few above, I predict they will reach 200k on the last week i guess so, or atleast 150-180k.
The number of players with R3 rosters that could reasonably attempt such a Cav difficulty is probably way too small to justify the effort. Most of that development effort, which has to be expended every single month, will be going to encounters almost no one will be fighting. There's no way to justify that expense.
Honestly, anyone concerned about longevity should be asking for rewards to be toned down. It is rewards that progress players out of the range of content. And actually if you ask the developers to increase the longevity of content, you will be asking them to tone down rewards because that's the first and last port of call for them. They aren't going to spend development time making something no one can do today, so that no one outlevels it too fast. They'll slow down your leveling instead.
People don’t see that they can’t have it both ways. 🤷🏻♂️
Also, even if they made monthly content crazy hard, there will definitely be top tiered players exploring it.
Uncollected was tuned for 5* R5s (people had a max ranked 5* R4 when it was introduced). It was hard, but still explorable with 5* R4s and some skills. As players gradually acquired more resources from monthly UC to rank their champs up to where it was tuned for, it became much much easier until the cakewalk it is today.
So if Kabam were to introduce Cav difficulty now, it should be tuned to, at least, 6* R3 level of difficulty.
If 4*R5s can manage UC EQ, and the highest achievable rank was 5* R4s for that period (and only a small amount of them were available at that time), then shouldn’t Cav difficulty make it so that it is “manageable” by 6* R3s and offer absolutely no challenge using 6* R4s?