Let's talk about Canadian Difficulty

191011121315»

Comments

  • naikavonnaikavon Posts: 100 ★★
    xNig said:

    Like I mentioned before, Cav difficulty should be tuned to 6* R3 level of difficulty for all paths except 1 (that is tuned to 6* R2 level of difficulty), to ensure longevity of the difficulty level.

    I remember when UC first came out, we had 5* R4 top champs and it was really pretty difficult. Even so, it lasted at most 2 years.

    Moving forward, the only way a difficulty can sustain itself is to provide challenging encounters through niche encounters (such as diss track + buffet) or skill encounters (eg AoW + rage), whilst still maintaining a high enough health/attack on the defender that can punish misplays (eg 30-40% of your health in one full combo), but not cripple you (eg full health bar cleared by 2-3 hits).

    I'm not necessarily opposed to that. I'd prefer longevity as well. Something to build the roster to complete is far more engaging to me.

    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.
  • NockoNocko Posts: 242 ★★
    I can only speak for myself but im really enjoying it
    I feel there has been a step up but its fun and forces me to think about my roster and who to bring to clear the lane without issues
    Good job by Kabam imo
  • xNigxNig Posts: 5,146 ★★★★★
    naikavon said:

    xNig said:

    Like I mentioned before, Cav difficulty should be tuned to 6* R3 level of difficulty for all paths except 1 (that is tuned to 6* R2 level of difficulty), to ensure longevity of the difficulty level.

    I remember when UC first came out, we had 5* R4 top champs and it was really pretty difficult. Even so, it lasted at most 2 years.

    Moving forward, the only way a difficulty can sustain itself is to provide challenging encounters through niche encounters (such as diss track + buffet) or skill encounters (eg AoW + rage), whilst still maintaining a high enough health/attack on the defender that can punish misplays (eg 30-40% of your health in one full combo), but not cripple you (eg full health bar cleared by 2-3 hits).

    I'm not necessarily opposed to that. I'd prefer longevity as well. Something to build the roster to complete is far more engaging to me.

    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.
    Cause there will always be “new” Cavaliers, so the baseline has to remain the same.
  • xNigxNig Posts: 5,146 ★★★★★
    edited July 10
    One suggestion I can give to Kabam is possibly to tune Cavalier like how dungeons are tuned.

    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.
  • Riot1234Riot1234 Posts: 44
    I have to agree with you on that one. I have no problem with difficult fights but the thing is some of these nodes are so champion specific that it becomes impossible for an average player to 100% explore. For example one of the nodes in the Deadpool chapter is a poison path and I have no issue with that. However, the Caltrops node is so punishing and will kill you if you dash back more than four times. This makes the list of counters very specific to Robot champs or a stacked Omega Red. I am not saying there shouldn't be difficult nodes. I am saying that there should be nodes which test the skills of the players (Nodes like Bane, or No retreat) rather than shortlisting the possible champion counters.
  • the_eradicatorthe_eradicator Posts: 161 ★★
    Why does it feel like some players here are salty that new cav players who don't have enough depth in their roster are able to finish this quest ? Cos this happens to be a side event with experimental difficulty. Let them have their fun while it lasts .Its not gonna be much longer that Kabam will see this and tune to levels of Act 6. That being said I do enjoy this difficulty , its not that hard right now.
    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.
  • ThedancingkidThedancingkid Posts: 206 ★★
    Riot1234 said:

    I have to agree with you on that one. I have no problem with difficult fights but the thing is some of these nodes are so champion specific that it becomes impossible for an average player to 100% explore. For example one of the nodes in the Deadpool chapter is a poison path and I have no issue with that. However, the Caltrops node is so punishing and will kill you if you dash back more than four times. This makes the list of counters very specific to Robot champs or a stacked Omega Red. I am not saying there shouldn't be difficult nodes. I am saying that there should be nodes which test the skills of the players (Nodes like Bane, or No retreat) rather than shortlisting the possible champion counters.

    Asking for a double immune isn’t a really specific requirement, surely you have some 4* in your roster who can do it.
  • DoubleDeltaDoubleDelta Posts: 1,404 ★★★
    I want to see the last 2 weeks, personally, the first 2 weeks have been too easy.

    Pros
    - I love that I actually HAVE to read some nodes in order to complete, it requires me to actually think of counters, so far, the counters haven't been too limiting either (diss track and buffed up).
    - Overall attack values and HP have been decent, could see similar levels for the easier paths in Cavalier.
    - No limiting gates.
    - 3 champ limit is a nice mix up, maybe look at much harder paths in the future with 7/8 champs?
    - One champ doesn't beat all - forces you to mix up your roster, big positive for me

    Cons
    - Its a bit long and grindy, would have preferred less paths, however energy free and quick so can't be too picky. More of an issue with the event opposed to difficulty.
    - Would love a little more challenge, however they need to make it achievable for those who are just level 55 and not Cavalier yet.
    - Maybe the use of positive nodes? Fights would need to be tailored for that though. Life transfer but much larger health pools, bleed vulnerability with -50% crit rate for example?
    - Little disappointing some of the paths were pretty plain with the likes of Breakthrough, these are obviously meant to be the easier paths but personally didn't feel the difference with the right counters.

    In conclusion, personally, its still rather easy - I know a few people will be having difficulties though, hopefully the full event will have a few paths in there which will stand the tests of time, and not become completely redundant within months. I like that it seems to have harder more roster specific paths, along with easier paths. Just wish it was nudged up a bit more - can imagine that once a player has 100%'d Act 6, done Abyss, and started in Book 2, this current level will be far too easy.

    I want to see what the last 2 weeks, especially the paths with 2% T5CC on them have in store, that could be the turning point in my opinion, where I actually find the content challenging.

    Another positive note is, its actually got people on the forums and in line / telegram / discord chatting about it, about wider possible counters, always a good way to tell something is more interactive and interesting
  • ThedancingkidThedancingkid Posts: 206 ★★

    - however they need to make it achievable for those who are just level 55 and not Cavalier yet.

    Disagree about that. The level requirement was lowered from 60 in the first place after the outcry from people were cavalier but not level 60. We really don’t need to now also cater to people who aren’t cavalier yet.
  • MenkentMenkent Posts: 585 ★★★
    Riot1234 said:

    I have to agree with you on that one. I have no problem with difficult fights but the thing is some of these nodes are so champion specific that it becomes impossible for an average player to 100% explore. For example one of the nodes in the Deadpool chapter is a poison path and I have no issue with that. However, the Caltrops node is so punishing and will kill you if you dash back more than four times. This makes the list of counters very specific to Robot champs or a stacked Omega Red. I am not saying there shouldn't be difficult nodes. I am saying that there should be nodes which test the skills of the players (Nodes like Bane, or No retreat) rather than shortlisting the possible champion counters.

    You have to remember this is nominally aimed at cavalier (or at least high level) players. The content can easily be cleared by a 4* r5 so it would be unreasonable to assume a player at that stage doesn't have any champs that could handle bleed and poison... and there are many! This isn't act6 Mr Sinister where you need a specific champ with a specific synergy at 5* or 6*. Not even close.
  • DoubleDeltaDoubleDelta Posts: 1,404 ★★★

    - however they need to make it achievable for those who are just level 55 and not Cavalier yet.

    Disagree about that. The level requirement was lowered from 60 in the first place after the outcry from people were cavalier but not level 60. We really don’t need to now also cater to people who aren’t cavalier yet.
    The side event isn't locked for Cavalier only players. All the side events are locked based on levels, the EQ is locked based on progression AND levels.

    Do not quote half a sentence out of content.

    This isn't Cavalier difficulty, merely a test run for what Cavalier could become and what we're likely to see in the monthly side quest. I want it to be harder for us, trust me I found it easy.
    However they still need at least a path or two which is achievable for those at the bottom I.E. newly cavalier or UC R55-60 players. Which is what they've done so far. If they make 1-2 paths which are suitable for the lower tier player base, then I want to see the same recreated for the very top, those who have 100% Act 6, and Abyss sort of level.

    Hence I said at the end, I want to see what they do in the last two chapters, especially on the T5CC paths as these could be the paths targeted towards true end game players
  • DoubleDeltaDoubleDelta Posts: 1,404 ★★★
    Riot1234 said:

    I have to agree with you on that one. I have no problem with difficult fights but the thing is some of these nodes are so champion specific that it becomes impossible for an average player to 100% explore. For example one of the nodes in the Deadpool chapter is a poison path and I have no issue with that. However, the Caltrops node is so punishing and will kill you if you dash back more than four times. This makes the list of counters very specific to Robot champs or a stacked Omega Red. I am not saying there shouldn't be difficult nodes. I am saying that there should be nodes which test the skills of the players (Nodes like Bane, or No retreat) rather than shortlisting the possible champion counters.

    if you haven't got a single double immune, which there are a lot of.. you really have to question if you're ready yet.

    Robots, Corvus (awakened), Ghost, OR, Emma, loads of other options. You mention No retreat, Caltrops is less punishing than no retreat, with the right counter you could actually benefit from it.

    Played right you can overcome the node providing you have just a poison immune. I took Caltrops in Map 6 AQ with Doom out of boredom of not using him for the whole map, I just tried not dash back as much as possible. Not the ideal situation but still do-able. Doesn't CaptIW and NF have synergies to shrug off debuffs too? IMIW with armors active?

    Theres plenty of options and choices out there, even if you don't have the perfect counter.
  • PyrdaPyrda Posts: 142
    The Canadian difficulty so far is good, it’s a bit of a challenge with some nodes, but you just have read them carefully and look who in your rooster fits so solve the problem. This is good, a lot of people are just zerging through the content with two or three champions they love and know. These nodes force you to get deeper into your rooster! And they are challenging but not frustrating! That’s the point! Good Work kabam!
  • DoubleDeltaDoubleDelta Posts: 1,404 ★★★
    naikavon said:

    xNig said:

    Like I mentioned before, Cav difficulty should be tuned to 6* R3 level of difficulty for all paths except 1 (that is tuned to 6* R2 level of difficulty), to ensure longevity of the difficulty level.

    I remember when UC first came out, we had 5* R4 top champs and it was really pretty difficult. Even so, it lasted at most 2 years.

    Moving forward, the only way a difficulty can sustain itself is to provide challenging encounters through niche encounters (such as diss track + buffet) or skill encounters (eg AoW + rage), whilst still maintaining a high enough health/attack on the defender that can punish misplays (eg 30-40% of your health in one full combo), but not cripple you (eg full health bar cleared by 2-3 hits).

    I'm not necessarily opposed to that. I'd prefer longevity as well. Something to build the roster to complete is far more engaging to me.

    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.
    Issue with that then is, someone coming from uncollected to cavalier at launch vs someone coming from uncollected to cavalier in 2 years time will have completely different jumping points. I believe completion sound be recently acquired cavalier, and should be a challenge at that level, but achievable. 100% completion should be reflective of those who have 100% Act 6, and should be preparing them for B2A1. I dont see them releasing B2 and having a whole new title and progression level straight away, it'll likely be more B2A2/3 that we see a new level, so this will need to last end game players until then at least
  • DoubleDeltaDoubleDelta Posts: 1,404 ★★★




    As you can see, its capped by level. EQ is capped by level too, but only unlocked at progression.

    To those disagreeing with the making it easy enough for levels in side quest. As stated. I want it to be harder.. I can show you my roster, at my level vs the difficulty it isn't challenging enough personally. However it needs to be achievable at the easiest difficulty to some degree for the lowest people able to enter.

    It is however easy enough to forget side quest needs to cater for 6.1 initial runs and act 6 100%, and it needs to be done in a way that it falls into line with what is expected from the nerfed act 6 content.

    I could most likely complete the two levels we have so far with R3 5*s. Which is a good starting point for those entering, its achievable for them.
    There does however need to be harder paths, if thats a few paths, or chapter based difficulty jumps. I dont want easier paths for them, I want current difficulty to be the easy paths, and then harder paths for true end game players.
  • HalleyHalley Posts: 189
    the level of difficulty is balanced with the rewards now, if it's more difficult, the rewards should be greater too. Also, it should be called Legend with exclusive rewards for few end game players like Seatin, KT1, Lagacy, ContestChampions, Prof Hoff, Dork, SweahL, Katy etc. and Whales of Spendings 😄
  • DoubleDeltaDoubleDelta Posts: 1,404 ★★★
    Halley said:

    the level of difficulty is balanced with the rewards now, if it's more difficult, the rewards should be greater too. Also, it should be called Legend with exclusive rewards for few end game players like Seatin, KT1, Lagacy, ContestChampions, Prof Hoff, Dork, SweahL, Katy etc. and Whales of Spendings 😄

    I haven't used a single potion of revive at this level of difficulty and I'm far from the level of Seatin and Lagacy, both skill and roster wise. I want to see what the last 2 chapters have to offer, but so far its reasonably easy, more reflective of 6.1 than true end game.

    I want harder paths, hoping the T5CC paths are more suited for what they have planned for 6.4 / B2.1.1. They need to introduce B2s difficulty sooner after the title is released, I understand why they delayed so long, but theres now a huge difference in difficulty requirements from the very start of Cavalier. It'll be good for newly cavs since they have the challenge and that milestone to push towards and help them develop, if true end game players aren't challenged enough it'll just become a reward grind like UC already is
  • DNA3000DNA3000 Posts: 10,844 Guardian
    xNig said:

    Like I mentioned before, Cav difficulty should be tuned to 6* R3 level of difficulty for all paths except 1 (that is tuned to 6* R2 level of difficulty), to ensure longevity of the difficulty level.

    That's possible, if you're willing to wait another year or two for it to come out. The devs aren't going to make a monthly difficulty tier almost no one can do. Permanent content can be aspirational, where we all work towards eventually doing it like the Abyss, say. But monthly content must be doable by some minimum fraction of the players that exist at the time it is released, or the development effort to make it isn't worth it.

    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.
  • GmonkeyGmonkey Posts: 1,025 ★★★
    DocB said:

    I’m enjoying it. I have to use bigger portion of my roster and it isn’t just an annoying bs node fiesta. I think it is a good step up imo. Overall pretty fun

    Agree did not just take fury, corvus, quake to clear
  • WorknprogressWorknprogress Posts: 4,547 ★★★★★
    DNA3000 said:

    xNig said:

    Like I mentioned before, Cav difficulty should be tuned to 6* R3 level of difficulty for all paths except 1 (that is tuned to 6* R2 level of difficulty), to ensure longevity of the difficulty level.

    That's possible, if you're willing to wait another year or two for it to come out. The devs aren't going to make a monthly difficulty tier almost no one can do. Permanent content can be aspirational, where we all work towards eventually doing it like the Abyss, say. But monthly content must be doable by some minimum fraction of the players that exist at the time it is released, or the development effort to make it isn't worth it.

    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.
    You all had a hissy fit about difficult permanent content with Act 6 too though
  • gohard123gohard123 Posts: 880 ★★★
    edited July 11
    xNig said:

    Like I mentioned before, Cav difficulty should be tuned to 6* R3 level of difficulty for all paths except 1 (that is tuned to 6* R2 level of difficulty), to ensure longevity of the difficulty level.

    I remember when UC first came out, we had 5* R4 top champs and it was really pretty difficult. Even so, it lasted at most 2 years.

    Moving forward, the only way a difficulty can sustain itself is to provide challenging encounters through niche encounters (such as diss track + buffet) or skill encounters (eg AoW + rage), whilst still maintaining a high enough health/attack on the defender that can punish misplays (eg 30-40% of your health in one full combo), but not cripple you (eg full health bar cleared by 2-3 hits).

    Although exploring act 6 should give at least 1 R3 6* not everyone that has explored it has one due to the games reliance on RNG. So I would have to disagree to it to be tuned to the level of a rank 3
  • xNigxNig Posts: 5,146 ★★★★★
    edited July 11
    DNA3000 said:

    xNig said:

    Like I mentioned before, Cav difficulty should be tuned to 6* R3 level of difficulty for all paths except 1 (that is tuned to 6* R2 level of difficulty), to ensure longevity of the difficulty level.

    That's possible, if you're willing to wait another year or two for it to come out. The devs aren't going to make a monthly difficulty tier almost no one can do. Permanent content can be aspirational, where we all work towards eventually doing it like the Abyss, say. But monthly content must be doable by some minimum fraction of the players that exist at the time it is released, or the development effort to make it isn't worth it.

    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.
    Thanks for explaining why, as much as it feels good to have extra rewards, I tend to disagree with people who ask for more rewards without making the same content more difficult, or people who ask content to be nerfed to make it easier for them.

    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.
  • xNigxNig Posts: 5,146 ★★★★★
    gohard123 said:

    xNig said:

    Like I mentioned before, Cav difficulty should be tuned to 6* R3 level of difficulty for all paths except 1 (that is tuned to 6* R2 level of difficulty), to ensure longevity of the difficulty level.

    I remember when UC first came out, we had 5* R4 top champs and it was really pretty difficult. Even so, it lasted at most 2 years.

    Moving forward, the only way a difficulty can sustain itself is to provide challenging encounters through niche encounters (such as diss track + buffet) or skill encounters (eg AoW + rage), whilst still maintaining a high enough health/attack on the defender that can punish misplays (eg 30-40% of your health in one full combo), but not cripple you (eg full health bar cleared by 2-3 hits).

    Although exploring act 6 should give at least 1 R3 6* not everyone that has explored it has one due to the games reliance on RNG. So I would have to disagree to it to be tuned to the level of a rank 3
    Tuning it to 6* R2/5* R5 in an environment where 6* R3s are gradually becoming more available is just plain silly.

    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.
  • DoubleDeltaDoubleDelta Posts: 1,404 ★★★
    I agree it should be tuned as a stepping stone towards B2. It does however need to be achievable for those with R5/R1s - at least to a completion level.

    The issue is, with the likes of the MSD, Seatins, Lagacys - you cannot create content fast enough and hard enough to challenge them, whilst reflecting the rewards for those difficulties and keeping the gap between the top 1% and the top 10% small enough that it still seems achievable to catch up.
  • ThedancingkidThedancingkid Posts: 206 ★★
    xNig said:

    gohard123 said:

    xNig said:

    Like I mentioned before, Cav difficulty should be tuned to 6* R3 level of difficulty for all paths except 1 (that is tuned to 6* R2 level of difficulty), to ensure longevity of the difficulty level.

    I remember when UC first came out, we had 5* R4 top champs and it was really pretty difficult. Even so, it lasted at most 2 years.

    Moving forward, the only way a difficulty can sustain itself is to provide challenging encounters through niche encounters (such as diss track + buffet) or skill encounters (eg AoW + rage), whilst still maintaining a high enough health/attack on the defender that can punish misplays (eg 30-40% of your health in one full combo), but not cripple you (eg full health bar cleared by 2-3 hits).

    Although exploring act 6 should give at least 1 R3 6* not everyone that has explored it has one due to the games reliance on RNG. So I would have to disagree to it to be tuned to the level of a rank 3
    Tuning it to 6* R2/5* R5 in an environment where 6* R3s are gradually becoming more available is just plain silly.

    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.
    UC EQ was not at all tuned for 5* r5 champs, it was always completely manageable with 4* champs maxed. It offers absolutely no challenge if you use r5 5*.
  • xNigxNig Posts: 5,146 ★★★★★

    xNig said:

    gohard123 said:

    xNig said:

    Like I mentioned before, Cav difficulty should be tuned to 6* R3 level of difficulty for all paths except 1 (that is tuned to 6* R2 level of difficulty), to ensure longevity of the difficulty level.

    I remember when UC first came out, we had 5* R4 top champs and it was really pretty difficult. Even so, it lasted at most 2 years.

    Moving forward, the only way a difficulty can sustain itself is to provide challenging encounters through niche encounters (such as diss track + buffet) or skill encounters (eg AoW + rage), whilst still maintaining a high enough health/attack on the defender that can punish misplays (eg 30-40% of your health in one full combo), but not cripple you (eg full health bar cleared by 2-3 hits).

    Although exploring act 6 should give at least 1 R3 6* not everyone that has explored it has one due to the games reliance on RNG. So I would have to disagree to it to be tuned to the level of a rank 3
    Tuning it to 6* R2/5* R5 in an environment where 6* R3s are gradually becoming more available is just plain silly.

    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.
    UC EQ was not at all tuned for 5* r5 champs, it was always completely manageable with 4* champs maxed. It offers absolutely no challenge if you use r5 5*.
    That further proves my point that you need to tune a difficulty level, at the very least, 1 rank up higher than the max available rank when it was introduced.

    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?
  • TheTalentsTheTalents Posts: 1,372 ★★★★★
    I personally think the difficulty is fine as it is. If they want to make it harder go for it. I have the means to complete any content they dish out but don't make it "difficult" by simply raising the health. I don't want to have 300k fights per avg for a side quest. Go towards node combinations if you want to buff the difficulty but like I said I'm fine as it is for now.
Sign In or Register to comment.