New Cavalier Difficulty
TheTalents
Member Posts: 2,254 β
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I don't have an issue with the level of difficulty for the new Cavalier difficulty but the healthpools are entirely too long. I honestly don't want to spend 8 hours on uncollected. So please bump the health pool down or 25% t5cc and make it worth the time.
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I mean, what's the point on having super hard hitter champs if you are going to kill anyone on 20 hits.
What do you want them to be? How much easier do you need this content to be to make it where there won't be any complaints?
I haven't been this excited about a new piece of content since... I don't even know when. Maybe ever. I feel that the new Cav difficulty absolutely perfectly meets the moment of where the game is at. I am so excited to dust off champs I haven't had a use for with fights being too short in some places or too painful in others to try champs that take time to open up. Oh! I just realized Mojo finally has a place to be good! (Tangent - He's utterly useless for average skilled players on 13k attack content; he's dead within a couple blocked combos and he takes too long to ramp up at that very vulnerable state.)
If these fights are taking too long, you need better champs or more maxed out champs. Tye entire game doesn't need to be about skill. Roster building should be rewarded as well, and this certainly helps that.
.... doesn't feel good to not do all the content out there
It's okay though, you don't seem to understand, but you keep doing you and complaining about healthpools being too high in the Cavalier difficulty, which is supposed to be between 6.1 and 6.4 levels.
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Iβd say the difficulty is aligned pretty well.
The only mild disappointment is that they said there would be an easy path to help weaker players at least get completion rewards for part of the event. I donβt see any path easier than the rest.