**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
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If Kabam listened to anything I said about Book 2 difficulty, where I initially supported it and then later reassessed, or Act 6 where I analyzed that from scratch, that feedback didn't echo subjective complaints about the content in any real way. I did make *some* assumptions about how strong the average player would likely be in the game based on reasonable assumptions about how difficult content earlier than Act 6 is compared to the playerbase, but I don't think those assumptions were especially radical.
Sure, people complain about content being too difficult all the time. Back when people would complain about Uncollected monthly content or side quests on day one, I would be first in line to say those complaints could not possibly be valid so soon after the release of the content and without spending any time attempting to put serious effort into completing it. Those were all wildly subjective complaints about the content. But I think an objective case can be made that Act 6 and the first iteration of Book 2 did not function properly as progressional content, and since all future story arc content relied upon getting through both it was unreasonable to gate all future *story* content behind end game class difficulty.
I'm aware reducing the difficulty of Act 6 and Book 2 were not universally loved decisions, but I stand by the feedback I made on both. I'm not vouching for the feedback or motives of anyone else, just my own. I think it is better for the game as a whole if the story arc content remain accessible as progressional content for most players (which is not to say it should be easy, just in-line with roughly the same power curve as roster growth), and end game content should exist as optional content outside the main progressional path, but I can understand how some people view the changes as watering down what they originally perceived to be and what they want to continue to be end game content. I simply believe that the game should not have a point where if you're unable to do end game caliber difficulty the rest of the game past a certain point becomes completely inaccessible.
We were given a team of 5 to take a defender. It wasn't that difficult, but because people read into what was in the announcement, they complained enough to get it changed.
Most of OG 7.1 was fine. There were several fights in that first beta that needed changed for sure. Again, the voice of the "Karen" types have to have the content nerfed beyond anything.
There won't be anything challenging left at all because the community is learning that if they complain loud and long enough, it will get changed.
I've already seen people still asking for a further nerf of crossbones. Many requests of paths in Cav difficulty being asked to be nerfed just because they don't have a counter or whatever other excuses
I should also point out that my complaint about Act 6 and Book 2 wasn't that they were hard today. If that's all it was, I don't think that's a problem. It should be hard for some subset of the playerbase today. I wouldn't say Act 6 is easy for me either. My concern was that Act 6 and Book 2 wouldn't be accessible for average players - or even below average players which a lot of people by definition are - even in the foreseeable future projecting future roster strength quite a bit down the road.
That's also why I have no really big problem with Thronebreaker. Some people think it is too easy to get, some think it is too hard to get. My opinion is that it is inevitable for the players it is targeted at, so there's obviously a reasonable path to get there, it will just take time. And it while it could be higher, aiming for the very top of the top like some people suggest doesn't make as much sense to me, as the point to progressional reward bumps is to help people at one part of the game to move up to the next part. The players at the very very top don't need help: it is the people just below them who have just started to do what the very top are well into doing that are the better target for the next progressional tier in my opinion. At least that's my opinion on that.
I don't think the devs would go that far. It of course depends on your definition of "challenging" but they kept the difficulty of Omega, they added the 4* challenge to Cavalier, they seem to be both moderating some of the core content but also trying to add optional more challenging content. And there's still the
SummerWinter of Pain that's supposed to be still in the works. I think that content will say a lot about whether Kabam can hold two design thoughts in their head at the same time: that the core progression content must be accessible, even if the end gamers complain about it, and at least some of the optional content must be super challenging, even if the weaker players complain about it.I hope Kabam can continue the path with the difficulty. The fights I meant for OG book 2 were fights like the Sabertooth in beta. That was just poor design.
The community just needs to realize that not everything is meant for everyone at the same time. Roster growth has to be a priority for players no matter what level. They need to grow into content. Kabam runs the same type of content yearly. The only repeat we haven't seen is The Maze. I wasn't ready back then but I'd love another shot at it.
We won't ever get away from the complaints. It's just wishful thinking. Just wish people had more constructive ways to explain their position other than what we usually see.