Why do people on here think variants are not hard? 🤔
because other than v1 they are not.
That’s subjective. Don’t forget that you and a fair few of the people on this forum are surfing far ahead of the curve in both skill and roster. The nature of your demographic is that content designed to truly challenge you wouldn’t really achieve it’s goal in most cases because if it is too hard or there’s BS in it unitman will come out which defeats the purpose of creating the challenge. I’m not criticising using items/units but the nature of the leading edge is that they need the resources from the content immediately to stop falling themselves falling behind. Things like legends rewards don’t help here either because they encourage you to smash 3 months worth of dev work in as fast a time as possible.
I know it is subjective, it is almost like we have *progressed* further than others, and probably have differnt needs in *progression*
It’s nothing about progression. It’s about game design viability and the mindset that has been manufactured in the prestige race that everything must be completed within 24 hours and if it hasn’t cost you an Odin to explore it is by definition easy because the peons who don’t spend so much can also complete it.
Imagine reading past the first sentence, wouldn’t that be a miracle, that’d be a nice one to factor into your own progression curve.
Exactly, couldn't have said it better. No matter what kind of content is thrown at you, you have the most top notch champions and skill that you've had a lot of time to cultivate for, to complete it at within a day.
What you are asking for is technically content specifically made and catered to people that can be counted maybe on fingers.
The fact that OP had to use revives itself means it's not easy (even if it was just to go through content), the only reason you can afford to throw revives like that is because you have stashed them for a long time or have the finance to support it.
Why do people on here think variants are not hard? 🤔
because other than v1 they are not.
That’s subjective. Don’t forget that you and a fair few of the people on this forum are surfing far ahead of the curve in both skill and roster. The nature of your demographic is that content designed to truly challenge you wouldn’t really achieve it’s goal in most cases because if it is too hard or there’s BS in it unitman will come out which defeats the purpose of creating the challenge. I’m not criticising using items/units but the nature of the leading edge is that they need the resources from the content immediately to stop falling themselves falling behind. Things like legends rewards don’t help here either because they encourage you to smash 3 months worth of dev work in as fast a time as possible.
I know it is subjective, it is almost like we have *progressed* further than others, and probably have differnt needs in *progression*
It’s nothing about progression. It’s about game design viability and the mindset that has been manufactured in the prestige race that everything must be completed within 24 hours and if it hasn’t cost you an Odin to explore it is by definition easy because the peons who don’t spend so much can also complete it.
Imagine reading past the first sentence, wouldn’t that be a miracle, that’d be a nice one to factor into your own progression curve.
Exactly, couldn't have said it better. No matter what kind of content is thrown at you, you have the most top notch champions and skill that you've had a lot of time to cultivate for, to complete it at within a day.
What you are asking for is technically content specifically made and catered to people that can be counted maybe on fingers.
The fact that OP had to use revives itself means it's not easy (even if it was just to go through content), the only reason you can afford to throw revives like that is because you have stashed them for a long time or have the finance to support it.
For the rest of us, every single revive counts.
Everyone questioning because I was honest and used 3 revives
I had 19 L3s, and 20 L3s from compensation, and did not prepare before release on the paths. If I wanted to do it reviveless, I could have, its just not an effective use of time when you have items that are going to expire (thanks for the compensation Kabam) regardless.
Why do people on here think variants are not hard? 🤔
because other than v1 they are not.
That’s subjective. Don’t forget that you and a fair few of the people on this forum are surfing far ahead of the curve in both skill and roster. The nature of your demographic is that content designed to truly challenge you wouldn’t really achieve it’s goal in most cases because if it is too hard or there’s BS in it unitman will come out which defeats the purpose of creating the challenge. I’m not criticising using items/units but the nature of the leading edge is that they need the resources from the content immediately to stop falling themselves falling behind. Things like legends rewards don’t help here either because they encourage you to smash 3 months worth of dev work in as fast a time as possible.
I know it is subjective, it is almost like we have *progressed* further than others, and probably have differnt needs in *progression*
It’s nothing about progression. It’s about game design viability and the mindset that has been manufactured in the prestige race that everything must be completed within 24 hours and if it hasn’t cost you an Odin to explore it is by definition easy because the peons who don’t spend so much can also complete it.
Imagine reading past the first sentence, wouldn’t that be a miracle, that’d be a nice one to factor into your own progression curve.
Exactly, couldn't have said it better. No matter what kind of content is thrown at you, you have the most top notch champions and skill that you've had a lot of time to cultivate for, to complete it at within a day.
What you are asking for is technically content specifically made and catered to people that can be counted maybe on fingers.
The fact that OP had to use revives itself means it's not easy (even if it was just to go through content), the only reason you can afford to throw revives like that is because you have stashed them for a long time or have the finance to support it.
For the rest of us, every single revive counts.
Everyone questioning because I was honest and used 3 revives
I had 19 L3s, and 20 L3s from compensation, and did not prepare before release on the paths. If I wanted to do it reviveless, I could have, its just not an effective use of time when you have items that are going to expire (thanks for the compensation Kabam) regardless.
Not questioning you, because I know that you are easily skilled enough and have big rosters to easily cope up if you had planned.
You need to understand that for the current state of the game, you are maxed out, and giving story content tailored for the maxed out? That's unreasonable, for sure you should have other content tailored for people maxed out similar to abyss or even higher level, but story content should be progressive and difficult for the above average player but still be possible without maxing out.
OP would you rather have to fight Biohazard and freezer burn MODOK? Or aspect of war mercy Sabertooth.
Yes, a thousand times yes. I know I'm capable of figuring it out.
I have this big roster, and there's no need for it anymore.
Exactly. You no longer have to waste resources ranking up every single niche champ in game. You can focus on the fun aspect.
And having to have every single champ in game to do content is downright filthy
For some players, the difficulty IS the fun.
I'm fully aware that I am in the minority on this, but I play for extremely difficult content. Abyss was super fun, I loved it all. But that content is now very very rare.
I'm looking for content to keep me motivated, because if the next content does not require me to continue to progress, why bother?
OP would you rather have to fight Biohazard and freezer burn MODOK? Or aspect of war mercy Sabertooth.
Yes, a thousand times yes. I know I'm capable of figuring it out.
I have this big roster, and there's no need for it anymore.
Exactly. You no longer have to waste resources ranking up every single niche champ in game. You can focus on the fun aspect.
And having to have every single champ in game to do content is downright filthy
For some players, the difficulty IS the fun.
I'm fully aware that I am in the minority on this, but I play for extremely difficult content. Abyss was super fun, I loved it all. But that content is now very very rare.
I'm looking for content to keep me motivated, because if the next content does not require me to continue to progress, why bother?
I didn't find abyss fun but I got it done. I think Kabam just needs to have monthly side quests that can challenge you guys monthly. I think its an easy fix but I can't encourage Kabam to go back to how act 7 was before the change. I can't cosign that nonsense.
So I gotta say maybe you need a break from the game ,your prestige will still be relevant 4 months from now.
If they made a new V1, with 400k to 500k health pools, 20k minimum attack, pre nerf champion block penetration throughout, nodes like biohazard and feezerburn Nova, no retreat, global true strike and passive armour break to nerf ghost and quake, plus all the new root nodes and exclusively the most annoying champions.
You could take a team of 5, but they're locked in for the whole level or 24 hours and you are restricted as per AQ or AW to 6 energy and one more every 40 mins.
And the rewards were an abyss 100% Nexus (choice of 10 6*champs), rank 2-3 gem, generic 6*Awakening and perhaps 100 6* sig stones or similar OP rewards.
You'll have your Everest. It will take you a month to do, due to the 24 hour lock per level and 40 to 60 paths or so and it will be content that only those with multiple 6* can do and has exclusive rewards that 99.9% can't get.
But it's NOT the story.
It's separate content. Instead act 7 becomes something everyone can work towards without selling their lives to the game. The story becomes somewhat more accessible to everyone, rather than the dark souls approach that original act 6 took. It's a bit more normal.
Then they continue to release extreme variant versions for you high rollers.
In short, do you care enough about the story mode, specifically, to want it to be gated behind a difficulty that only a few can conquer? Or is it just having some content that is of the above variety?
I'm not opposed necessarily from crazy difficulty being removed from story, I just want it to exist somewhere.
Yup, they had 1 hard variant (V1) then changed variants from endgame content to being something simple for everyone to do so they could build their rosters for other endgame content (fine, no problem). Then, they had act 6 (mostly 6.2) that was hard and while 6.3 and 6.4 were tough, they were a step down from 6.2. Now they changed story from endgame content to being something simple for everyone to do so they could build their rosters for other endgame content (fine, no problem).
What is the endgame content then? Abyss was once, a year ago. Currently in the game, there is nothing and even if 7.2-7.4 is a small step up from 7.1, it won't touch act 6. War (which was always the toughest and most consistent content for me personally) has been nerfed hard to the point where my alliance had TEN people with 1 or fewer deaths. I went 60-3 this season and was one of the absolutely worst in the alliance.
If they made a new V1, with 400k to 500k health pools, 20k minimum attack, pre nerf champion block penetration throughout, nodes like biohazard and feezerburn Nova, no retreat, global true strike and passive armour break to nerf ghost and quake, plus all the new root nodes and exclusively the most annoying champions.
You could take a team of 5, but they're locked in for the whole level or 24 hours and you are restricted as per AQ or AW to 6 energy and one more every 40 mins.
And the rewards were an abyss 100% Nexus (choice of 10 6*champs), rank 2-3 gem, generic 6*Awakening and perhaps 100 6* sig stones or similar OP rewards.
You'll have your Everest. It will take you a month to do, due to the 24 hour lock per level and 40 to 60 paths or so and it will be content that only those with multiple 6* can do and has exclusive rewards that 99.9% can't get.
But it's NOT the story.
It's separate content. Instead act 7 becomes something everyone can work towards without selling their lives to the game. The story becomes somewhat more accessible to everyone, rather than the dark souls approach that original act 6 took. It's a bit more normal.
Then they continue to release extreme variant versions for you high rollers.
In short, do you care enough about the story mode, specifically, to want it to be gated behind a difficulty that only a few can conquer? Or is it just having some content that is of the above variety?
Couldn't care less about the story mode itself personally. It was always just the new looming content you needed to bolster your roster to be able to handle. Always thought it was something fun to push for. If that same target was placed somewhere else, it's all the same to me.
I don't even think the rewards would have to be broken insane but just good enough to be worth actually doing. Having something to aim at is fun for some people even if they can't do it just yet.
I think the OP's point is a feeling I share myself in that, what's really the point in constantly pushing to grow a roster that you don't actually need anywhere? I have 14 R3s now and I wouldn't have NEEDED any of them for 7.1. Could have done it with my R5s albeit slightly more difficult and a bit longer. If war is the only area R3s are even somewhat needed, I don't see the point in going out of my way to have more.
I'm not opposed necessarily from crazy difficulty being removed from story, I just want it to exist somewhere.
Try my suggestion of doing it itemless. Lock out energy refills and you have something to keep you occupied for months
I never understand these suggestions. What's the point of pushing content to increase your roster capabilities and then not using it? Why is it up to us to change how we enjoy playing the game and not on the game to give those people something to do?
I don't care if it's story, variants, something totally new, etc... but I don't see how it's my responsibility to make the game interesting for myself. These posts suggest it's on us to change how we play and tend to be made by people that refuse to change how they play (not pushing higher tier AQ/AW, actually finishing content, etc..)
Don't worry you have abbys and summer or spring of pain coming for your build up roster and I'm sure some in between stuff as for majority of the player base we are happy for the story mode progression, most games story modes are fun and interactive and the side quest like LOL and Abys of legend are for players looking for that challenge and then AW. Video game story mode model is usually something for the average player to tackle not just something for the 10% with stock roster, story mode are usually build for progressing players and side quest here and there for players looking for a challenge. I'm sure Spring of pain or summer of pain will be a challenge than people will complain about it being too hard because HP will be 8 to 10 mill and attack 13-18k and have Thing on "do you bleed" and safe guard along with hurt locker and Ebb and Flow intercept.
My issue is that you guys want really hard content. But you are in the 2% at most of people who do. Not everyone wants content that takes forever unless you have a monster roster and lots of money. It is a mobile game, meant for quick enjoyment when you have time. Get Cuphead if you want to suffer in a videogame.
I'm not opposed necessarily from crazy difficulty being removed from story, I just want it to exist somewhere.
Try my suggestion of doing it itemless. Lock out energy refills and you have something to keep you occupied for months
I never understand these suggestions. What's the point of pushing content to increase your roster capabilities and then not using it? Why is it up to us to change how we enjoy playing the game and not on the game to give those people something to do?
I don't care if it's story, variants, something totally new, etc... but I don't see how it's my responsibility to make the game interesting for myself. These posts suggest it's on us to change how we play and tend to be made by people that refuse to change how they play (not pushing higher tier AQ/AW, actually finishing content, etc..)
I was merely talking about itemless runs. (I might have suggested otherwise, ignore it)That's not limiting your roster. That's challenging yourself to do consistent perfect play for hours on end.
And I'm not simply telling you to do it. It is something I myself have done for a long time beofre i entered act 6. And even then it was only a handful of revives for act 6.1 and would have been the same way for 6.3 if not for rushing Thronebreaker and act 6 compensation
I enjoy getting content done quickly. I wouldn't throw massive amounts of units at it anymore outside of things like Abyss but if I burn a bunch of stuff that's in overflow, so be it.
I'd be far more inclined to do slow itemless or weakened roster challenges to entertain myself if the energy cost wasn't still there after exploring content. I'm not going to use energy in game to rerun old content for fun when I have other things that aren't done its better used on though
My issue is that you guys want really hard content. But you are in the 2% at most of people who do. Not everyone wants content that takes forever unless you have a monster roster and lots of money. It is a mobile game, meant for quick enjoyment when you have time. Get Cuphead if you want to suffer in a videogame.
1 - I'm not asking for something that has never existed, the last 2ish years have content have been geared this way.
2 - it's not a mobile game that's just meant for quick enjoyment. If thats how you play fine, but MCOC would not consistently be in the highest grossing game list if that's how everyone played
My issue is that you guys want really hard content. But you are in the 2% at most of people who do. Not everyone wants content that takes forever unless you have a monster roster and lots of money. It is a mobile game, meant for quick enjoyment when you have time. Get Cuphead if you want to suffer in a videogame.
1 - I'm not asking for something that has never existed, the last 2ish years have content have been geared this way.
2 - it's not a mobile game that's just meant for quick enjoyment. If thats how you play fine, but MCOC would not consistently be in the highest grossing game list if that's how everyone played
3 - S ranked everything in cuphead.
1. Most of the playerbase hated the way they did that. 2. Most of the time it is, unless you are doing a legends quest. 3. That is really impressive.
Comments
What you are asking for is technically content specifically made and catered to people that can be counted maybe on fingers.
The fact that OP had to use revives itself means it's not easy (even if it was just to go through content), the only reason you can afford to throw revives like that is because you have stashed them for a long time or have the finance to support it.
For the rest of us, every single revive counts.
I have this big roster, and there's no need for it anymore.
I had 19 L3s, and 20 L3s from compensation, and did not prepare before release on the paths. If I wanted to do it reviveless, I could have, its just not an effective use of time when you have items that are going to expire (thanks for the compensation Kabam) regardless.
You need to understand that for the current state of the game, you are maxed out, and giving story content tailored for the maxed out? That's unreasonable, for sure you should have other content tailored for people maxed out similar to abyss or even higher level, but story content should be progressive and difficult for the above average player but still be possible without maxing out.
I'm fully aware that I am in the minority on this, but I play for extremely difficult content. Abyss was super fun, I loved it all. But that content is now very very rare.
I'm looking for content to keep me motivated, because if the next content does not require me to continue to progress, why bother?
So I gotta say maybe you need a break from the game ,your prestige will still be relevant 4 months from now.
I think I'm done with the thread but I'll leave it with how I see things
Act 6 - was part of the end goal
Act 7 - no longer part of the end goal
New content must be created to fill the gap that was made.
If they made a new V1, with 400k to 500k health pools, 20k minimum attack, pre nerf champion block penetration throughout, nodes like biohazard and feezerburn Nova, no retreat, global true strike and passive armour break to nerf ghost and quake, plus all the new root nodes and exclusively the most annoying champions.
You could take a team of 5, but they're locked in for the whole level or 24 hours and you are restricted as per AQ or AW to 6 energy and one more every 40 mins.
And the rewards were an abyss 100% Nexus (choice of 10 6*champs), rank 2-3 gem, generic 6*Awakening and perhaps 100 6* sig stones or similar OP rewards.
You'll have your Everest. It will take you a month to do, due to the 24 hour lock per level and 40 to 60 paths or so and it will be content that only those with multiple 6* can do and has exclusive rewards that 99.9% can't get.
But it's NOT the story.
It's separate content. Instead act 7 becomes something everyone can work towards without selling their lives to the game. The story becomes somewhat more accessible to everyone, rather than the dark souls approach that original act 6 took. It's a bit more normal.
Then they continue to release extreme variant versions for you high rollers.
In short, do you care enough about the story mode, specifically, to want it to be gated behind a difficulty that only a few can conquer? Or is it just having some content that is of the above variety?
What is the endgame content then? Abyss was once, a year ago. Currently in the game, there is nothing and even if 7.2-7.4 is a small step up from 7.1, it won't touch act 6. War (which was always the toughest and most consistent content for me personally) has been nerfed hard to the point where my alliance had TEN people with 1 or fewer deaths. I went 60-3 this season and was one of the absolutely worst in the alliance.
I don't even think the rewards would have to be broken insane but just good enough to be worth actually doing. Having something to aim at is fun for some people even if they can't do it just yet.
I think the OP's point is a feeling I share myself in that, what's really the point in constantly pushing to grow a roster that you don't actually need anywhere? I have 14 R3s now and I wouldn't have NEEDED any of them for 7.1. Could have done it with my R5s albeit slightly more difficult and a bit longer. If war is the only area R3s are even somewhat needed, I don't see the point in going out of my way to have more.
I don't care if it's story, variants, something totally new, etc... but I don't see how it's my responsibility to make the game interesting for myself. These posts suggest it's on us to change how we play and tend to be made by people that refuse to change how they play (not pushing higher tier AQ/AW, actually finishing content, etc..)
I'd be far more inclined to do slow itemless or weakened roster challenges to entertain myself if the energy cost wasn't still there after exploring content. I'm not going to use energy in game to rerun old content for fun when I have other things that aren't done its better used on though
2 - it's not a mobile game that's just meant for quick enjoyment. If thats how you play fine, but MCOC would not consistently be in the highest grossing game list if that's how everyone played
3 - S ranked everything in cuphead.
2. Most of the time it is, unless you are doing a legends quest.
3. That is really impressive.