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Dev Diary: Cavalier Difficulty in 2021 and Beyond - New Buffs for February!

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Comments

  • KibiKibi Posts: 56
    DNA3000 said:

    Kibi said:

    DNA3000 said:

    Kibi said:

    DNA3000 said:

    Kibi said:

    xNig said:

    ItsDamien said:

    Just change it back, nobody wants this

    I want it. Your argument is now invalid.
    The new nodes look pretty interesting tbh. I’m just wondering what whonky defender combinations there can be to make it at least a little more challenging.
    you want it more challenging with these weak rewards? it already takes like 6+ hours to grind thru it, and will take longer now. for people with limited rosters it will be back to 10 hours of clearing..
    The rewards aren't "weak." But since that's subjective, let's set that aside. Do I want CavEQ more challenging? Yes, because of the alternative. The alternative is not for CavEQ to just remain static forever, any more than the alternative is to go to sleep and have the Cavalier rewards automatically added to your account in the morning when you wake up. The choice is between the kind of difficulty scaling we used to have and the kind we have now. The kind we used to have was to just crank the numbers higher and higher until they killed you. You don't need to adjust those, because Big Numbers kills everything eventually. This sucks.

    The alternative is the world we're living in now, a world I strongly advocated for at least in general terms and one I think most players prefer. Instead of forcing players to bash their way past Big Numbers, the devs are spending a lot more time trying to make challenges that can be countered or mitigated with roster options and strategic gameplay. And for that to work, the design can't be static or everyone will just rank up the one counter necessary, learn the playstyle, and that content is permanently neutered. And it becomes way too boring for players with even above average skill and roster. So the content is going to be more dynamic so the difficulty doesn't fall into very trivial holes.

    It is not as difficult and challenging as the highest tier players want, and it is not as easy as the players who want to just fall into a routine want, but it is superior to the alternative we used to have, and it targets the moderate middle reasonably well. There's always going to be debate over the details, but in overall concept yes, this is how I want content difficulty to be managed.

    Or we can quadruple attack and health and most Cavalier players will be spending cash to clear it until 8* champs come out. I think not having the "right" counters but having hope that one day they will pull them is way better than the alternative, because nobody one day pulls the right champ to deal with 20000 attack.

    Having to hear people complain about these nodes being unfair and those changes being unfair and this design "penalizes" players too much is the price to pay to make this content more accessible in the long run to more players, who may not even know or realize what the doomsday alternative they could have been facing was. And that's fine by me. It is a small price to pay in the grand scheme of things.
    blah blah blah still doesnt make sense since increasing challenge = increasing time to complete. I don't know how much free time u got on your hands to make that math make sense..
    Actually, increasing the challenge of the content doesn't always increase the amount of time to complete it. In fact I often find some of the most straight forward high tier content to take forever to finish specifically because it is straight forward, while the more complex challenging content can be defeated much more quickly specifically because the higher difficulty has more avenues to beat with skill or strategic roster choice rather than just grinding through it.

    "Increasing challenge = increasing time to complete" is not math. It is misunderstanding.
    agreed. i have zero issues with a "different" approach as long as the difficulty averages out to be the same, or easier, as has been traditionally done with monthly eq's.

    as it stands right now, it appears that the specific class options have been cut down severely, or at least significantly.
    am I way off base here?
    it is hard to say with certainty. There's two issues: how restricted are the options, and how good the opportunities are. For example, the options seem much better for Cosmic as eliminating buffed up basically opens the door to using anything, so I would think that while some players might slow down a bit in the cosmic map if they had optimal options for that, most players will probably speed up. You could say similar for Science losing Diss Track. Tech seems narrower, as you could just ignore the current tech buffs but you're going to want to deal with the new tech heal, although high burst damage champs can probably deal with that level of healing. Mutant seems better, seeing red ironically didn't benefit bleed immune Mutants so ironically two really good Mutants players were likely to have ranked up - Colossus and Iceman - didn't benefit from Seeing Red's prowess. The new one benefits basically all mutants and fury is more universal than prowess for damage increase. I'm not sure about Mystic. Unstoppable is annoying but a ton of mystic champs can nullify or stagger that off. And I think Skill seems to be more problematic.

    Three classes seem to have much wider options: Cosmic, Science, and to a lesser degree Mutant. Tech and Skill seem narrower to me at the moment, and Mystic seems to be a bit of a toss up.

    I honestly haven't put much thought into whether the optimal roster options have gotten better or worse. So I can't answer the separate question of whether easy became easier: whether the best you can do with one class is higher than the worst you might do with another class. That will probably take playtesting to really know.

    My guess is that players with wide rosters will get through the new nodes just as fast, maybe a little faster, in terms of overall exploration. Players with very narrow rosters will have a harder time. And everyone in the middle will see varying degrees of this. Which is almost certainly intentional: as players build up roster they should see a noticeable improvement in their ability to clear Cavalier, without it being all or nothing. It used to be that some paths you could do and some paths you couldn't do; there were the easy paths and the hard paths and some people just got roadblocked by the hard ones. This seems to be slightly more graceful to me, where while some paths are easier and some harder, its more likely that some paths will be faster and some paths will be slower, but still doable.
    Yea good point about the differences in how each class got affected by this.

    correct me if im wrong but it would seem that people with a ton of options are hardly affected, but everyone beneath that seems to be punished, with a fee exceptions (cosmic, science, mutant like you said).

    hence my initial concern that rewards werent being buffed because overall it appears as though this is regressive on a wide scale.

    this isnt even a major concern for me personally as i have the luxury of a substantial roster. I just dont like precedents like this being set.
  • DNA3000DNA3000 Posts: 12,077 Guardian
    Seriously said:

    DNA3000 said:

    Kibi said:

    DNA3000 said:

    Kibi said:

    xNig said:

    ItsDamien said:

    Just change it back, nobody wants this

    I want it. Your argument is now invalid.
    The new nodes look pretty interesting tbh. I’m just wondering what whonky defender combinations there can be to make it at least a little more challenging.
    you want it more challenging with these weak rewards? it already takes like 6+ hours to grind thru it, and will take longer now. for people with limited rosters it will be back to 10 hours of clearing..
    The rewards aren't "weak." But since that's subjective, let's set that aside. Do I want CavEQ more challenging? Yes, because of the alternative. The alternative is not for CavEQ to just remain static forever, any more than the alternative is to go to sleep and have the Cavalier rewards automatically added to your account in the morning when you wake up. The choice is between the kind of difficulty scaling we used to have and the kind we have now. The kind we used to have was to just crank the numbers higher and higher until they killed you. You don't need to adjust those, because Big Numbers kills everything eventually. This sucks.

    The alternative is the world we're living in now, a world I strongly advocated for at least in general terms and one I think most players prefer. Instead of forcing players to bash their way past Big Numbers, the devs are spending a lot more time trying to make challenges that can be countered or mitigated with roster options and strategic gameplay. And for that to work, the design can't be static or everyone will just rank up the one counter necessary, learn the playstyle, and that content is permanently neutered. And it becomes way too boring for players with even above average skill and roster. So the content is going to be more dynamic so the difficulty doesn't fall into very trivial holes.

    It is not as difficult and challenging as the highest tier players want, and it is not as easy as the players who want to just fall into a routine want, but it is superior to the alternative we used to have, and it targets the moderate middle reasonably well. There's always going to be debate over the details, but in overall concept yes, this is how I want content difficulty to be managed.

    Or we can quadruple attack and health and most Cavalier players will be spending cash to clear it until 8* champs come out. I think not having the "right" counters but having hope that one day they will pull them is way better than the alternative, because nobody one day pulls the right champ to deal with 20000 attack.

    Having to hear people complain about these nodes being unfair and those changes being unfair and this design "penalizes" players too much is the price to pay to make this content more accessible in the long run to more players, who may not even know or realize what the doomsday alternative they could have been facing was. And that's fine by me. It is a small price to pay in the grand scheme of things.
    blah blah blah still doesnt make sense since increasing challenge = increasing time to complete. I don't know how much free time u got on your hands to make that math make sense..
    Actually, increasing the challenge of the content doesn't always increase the amount of time to complete it. In fact I often find some of the most straight forward high tier content to take forever to finish specifically because it is straight forward, while the more complex challenging content can be defeated much more quickly specifically because the higher difficulty has more avenues to beat with skill or strategic roster choice rather than just grinding through it.

    "Increasing challenge = increasing time to complete" is not math. It is misunderstanding.
    care to share an example? apples to apples though. not like "omg arena takes for ever so cav is easier"
    Boss Rush 2. Lagacy's Symbiote Supreme was generally considered the most challenging fight, but it was also one of the fastest to bring down with the right counters and strategy. In fact, if there's one thing you could say about that fight, it was basically never a long fight.

    When Infinity Thanos showed up as the Uncollected boss the last map he was on was undoubtedly the most challenging map of the entire EQ, but that map wasn't longer to fight, as it contained way fewer fights.

    The Act 6.1.6 Sentinel boss is a pretty straight forward and not very challenging fight compared to Act 6.1 in general, but it is a slog. And while I cannot recall the precise specifics, someone can probably fill in the time we had to kill a Sentinel boss in a side quest using 2* champs. Not difficult or particularly challenging compared to the rest of the side quesst, but ridiculously long compared to the rest of the fights in that content. In fact I specifically remember the complaint being that that particular fight replaced "difficult" with "tedious."
  • DNA3000DNA3000 Posts: 12,077 Guardian
    Kibi said:

    correct me if im wrong but it would seem that people with a ton of options are hardly affected, but everyone beneath that seems to be punished, with a fee exceptions (cosmic, science, mutant like you said).

    The long term goal is for roster growth and development to be rewarded. But instead of rewarding them with something that players with smaller rosters cannot get at all, it rewards those players with a faster way to get what everyone else can still get only slower. I think that's a reasonable benefit to give higher roster progression players.

    You could say that lower roster progression players are being punished, but I see it as higher roster progression players getting rewarded specifically because the difficulty of attempting Cavalier with suboptimal champs seems in-line with what you'd expect the difficulty jump to be between Uncollected and Cavalier, extrapolating from the difficulty jump from Master to UC. So small roster Cavs are seeing what we would have expected everyone to see before Cav difficulty came out (if not easier), and high roster Cavs are seeing things somewhat easier than we originally expected. So that seems to be to be more appropriately called a benefit to high progress players rather than a deficit to lower progress players in my opinion.
  • MasterpuffMasterpuff Posts: 5,083 ★★★★★
    @Seriously @Kibi

    I did a path of UC EQ on autofight.

    To my surprise, i autofought the whole path. I could have soloed the boss but autofought it because why not.(Chapter 3 Quest 1)

  • Agent_X_zzzAgent_X_zzz Posts: 3,482 ★★★★★
    So they are making Cav even easier than before, and not changing any rewards which needed to be looked at from day 1. Need some end game content.
  • MasterpuffMasterpuff Posts: 5,083 ★★★★★

    So they are making Cav even easier than before, and not changing any rewards which needed to be looked at from day 1. Need some end game content.

    This months sq is very hard endgame content.
  • CaptaingcCaptaingc Posts: 14
    Honestly I am interested to see how the new nodes are in practice. The skill node looks frustrating and more restrictive simply because of the 50% evade but time will tell how it actually plays out in the game. However, I personally think if the goal is really to address the time required to clear the content so more people would complete exploration changing the nodes doesn't effect that. The nodes right now are not the reason for people not clearing it's the high energy requirement for exploration. Right now with the sigil it takes 2+ days the explore chapter 1, 3+ to explore chapter 2 and 4+ to explore chapter 3. All this means that to fully explore without using energy refills it would take about a week and a half while utilizing your energy optimally. For most the rewards are not desirable enough for this energy requirement.
    Personal I will still be doing 100% exploration because I am trying to get more t5cc. It is frustrating that it will take me a minimum of 10 months of this time requirement to get a full t5cc and it's random so it could take much longer. However, rarity of in game resources is something to be expected and not for this discussion.
  • KibiKibi Posts: 56

    @Seriously @Kibi

    I did a path of UC EQ on autofight.

    To my surprise, i autofought the whole path. I could have soloed the boss but autofought it because why not.(Chapter 3 Quest 1)

    nice but thats the no node path and rng is a big factor. say you get to boss with champs dead or banged up and have to revive cuz or some mistake. that's a high risk maneuver and not reliable like autoing master eq which is a guarantee no item use finish.
  • MasterpuffMasterpuff Posts: 5,083 ★★★★★
    edited January 28
    Kibi said:

    @Seriously @Kibi

    I did a path of UC EQ on autofight.

    To my surprise, i autofought the whole path. I could have soloed the boss but autofought it because why not.(Chapter 3 Quest 1)

    nice but thats the no node path and rng is a big factor. say you get to boss with champs dead or banged up and have to revive cuz or some mistake. that's a high risk maneuver and not reliable like autoing master eq which is a guarantee no item use finish.
    And? I didnt even think it would work. I was honestly surprised. Doing this is very inconvenient, but its still 100% possible. And the nodes are not a big deal.
  • JubaknightJubaknight Posts: 60
    Still disappointed not to see any update about treating all these nodes as defensive ability and any champ or mastery with ability reduction just disturb the game.
    It is just doesn’t make sense, limber is not ability but removing flux with heavy attack is an ability that you may fail to remove with heavy attack if you have something that decrease the defender ability.
    The game should have consistency in it, especially as it scale up and become more complex.
  • xNigxNig Posts: 5,632 ★★★★★

    Still disappointed not to see any update about treating all these nodes as defensive ability and any champ or mastery with ability reduction just disturb the game.
    It is just doesn’t make sense, limber is not ability but removing flux with heavy attack is an ability that you may fail to remove with heavy attack if you have something that decrease the defender ability.
    The game should have consistency in it, especially as it scale up and become more complex.

    Limber is a node that activates right when the fight starts. Whereas Flux Dispersal is a conditional node. So one is affected by AAR at the start of the fight, another is affected by AAR upon time of condition fulfillment.

    It’s actually pretty consistent.

    Hope this clears it up.
  • TheTalentsTheTalents Posts: 1,746 ★★★★★
    I'll wait until the actual event comes out. I said after the first day cavalier was released that is far too time consuming so I'm glad you finally listened to what I said months ago and are looking to address the issue. .

    As far as the new nodes are concerned, either way I don't think it'll be hard, hopefully it does what its supposed to do and cuts down time spent on cavalier. A increase in rewards would've actually been much better received though to make our time spent truly worth it.
  • Notsavage19Notsavage19 Posts: 2,817 ★★★★★
    Seriously said:

    Faseeh said:

    Seriously said:

    Faseeh said:

    Seriously said:

    Faseeh said:

    Seriously said:

    Seriously said:

    ItsDamien said:

    Seriously said:

    "We love seeing videos of Angela dealing over 20 000 damage on a medium attack, or Scarlet Witch tearing through any obstacle in her path with massive Special Attack damage. That’s something that makes Cavalier Difficulty unique, and we won’t be changing that."

    So is Angela still going to be doing over 20 000 damage on a medium attack?

    Yes, when the current style of Cosmic node is in rotation. Just because they're adding more types of class specific nodes, doesn't mean they're removing the current ones completely.


    Oh I missed that, thanks. So how often will Angela be useful? I literally only ranked her up for this.

    I now have to also rank up a hulk, abom or man thing for science since beardo will be useless, falcon for skill since hit monkey and elsa will be useless, vision for tech since HB will be useless and probably a cosmic I haven't figured yet. I think there is nobody that useful for mystic.
    Hit monkey and Elsa will still be very good for the skill quest
    Nope. Not reliable evade counters. Elsa will only have incinerate up half the time and hit monkey likewise he only goes into his phase for a little bit when he is evaded or knocked down. They are still better than most anti evade champs but nowhere near as good as star they do now.
    Are you good? Try using elsa before saying that. I use her all the time for evade champs and the uptime of the incinerate and coldsnap is perfect. What you on about? Parry, medium,medium and they cant evade in the new cav eq. Also you have to manage them not dump 6 of them at start and wonder where they went
    I am very good. Probably better than you. And I play Elsa a lot more than you obviously. If you play her the way you say she willv eventually switch to coldsnap because she can't reliably parry. Her first parry can be evaded. So say bye bye bonus from incinerate. Plus learn to read. The point is she won't be as good as now. I don't have to "parry medium medium" or "manage her debuffs" now. Please keep your comments to yourself if you don't play the character. Thanks.
    So what if she switches to coldsnap? If you read the skill eq nodes it says you get a fury if it shows "evade failed" so in the end you get the same thing which is increased attack and quick fight
    Mate I don't think you get the point. If she

    Seriously said:

    Seriously said:

    ItsDamien said:

    Seriously said:

    "We love seeing videos of Angela dealing over 20 000 damage on a medium attack, or Scarlet Witch tearing through any obstacle in her path with massive Special Attack damage. That’s something that makes Cavalier Difficulty unique, and we won’t be changing that."

    So is Angela still going to be doing over 20 000 damage on a medium attack?

    Yes, when the current style of Cosmic node is in rotation. Just because they're adding more types of class specific nodes, doesn't mean they're removing the current ones completely.


    Oh I missed that, thanks. So how often will Angela be useful? I literally only ranked her up for this.

    I now have to also rank up a hulk, abom or man thing for science since beardo will be useless, falcon for skill since hit monkey and elsa will be useless, vision for tech since HB will be useless and probably a cosmic I haven't figured yet. I think there is nobody that useful for mystic.
    Hit monkey and Elsa will still be very good for the skill quest
    Nope. Not reliable evade counters. Elsa will only have incinerate up half the time and hit monkey likewise he only goes into his phase for a little bit when he is evaded or knocked down. They are still better than most anti evade champs but nowhere near as good as star they do now.
    Congrats on being wrong.
    Post a video where your Elsa reliably stops evade in a long fight. You have no clue. Even landing the second medium can be evaded. Learn how to play the game first.

    Also how am i wrong about them not being as good as now? I don't have to "manage charges" "parry medium medium" or worry about being evaded in every fight. You are clearly a clueless noob.
    How about to try to get a brain. I use elsa all the time and i stop evade properly. @Notsavage19 did his best in that fight even though he wasnt even countering after evade parry. I'll show a fight if that will help you open your eyes. I even have a bunch of videos uploaded on my channel about her and watch who you're calling a noob. and saying elsa will be useless just shows how dense you really are :)




    man on one hand you ask me to get a brain on the other you post completely brainless ****. my point is was and will always be that elsa with the new node is not as good as she was with the old. no need to worry about evade, no need to manage charges, no need to parry med med, no need to switch to coldsnap and sacrifice damage.

    then you say I am the noob who doesn't play her? yeah :lol:
    Again. You have no idea what you're talking about. Elsa doesn't sacrifice damage when she switches from Incinerate to Coldsnap.



  • Notsavage19Notsavage19 Posts: 2,817 ★★★★★
    Seriously said:

    Seriously said:

    Seriously said:

    Seriously said:

    Faseeh said:

    Seriously said:

    Faseeh said:

    Seriously said:

    Seriously said:

    ItsDamien said:

    Seriously said:

    "We love seeing videos of Angela dealing over 20 000 damage on a medium attack, or Scarlet Witch tearing through any obstacle in her path with massive Special Attack damage. That’s something that makes Cavalier Difficulty unique, and we won’t be changing that."

    So is Angela still going to be doing over 20 000 damage on a medium attack?

    Yes, when the current style of Cosmic node is in rotation. Just because they're adding more types of class specific nodes, doesn't mean they're removing the current ones completely.


    Oh I missed that, thanks. So how often will Angela be useful? I literally only ranked her up for this.

    I now have to also rank up a hulk, abom or man thing for science since beardo will be useless, falcon for skill since hit monkey and elsa will be useless, vision for tech since HB will be useless and probably a cosmic I haven't figured yet. I think there is nobody that useful for mystic.
    Hit monkey and Elsa will still be very good for the skill quest
    Nope. Not reliable evade counters. Elsa will only have incinerate up half the time and hit monkey likewise he only goes into his phase for a little bit when he is evaded or knocked down. They are still better than most anti evade champs but nowhere near as good as star they do now.
    Are you good? Try using elsa before saying that. I use her all the time for evade champs and the uptime of the incinerate and coldsnap is perfect. What you on about? Parry, medium,medium and they cant evade in the new cav eq. Also you have to manage them not dump 6 of them at start and wonder where they went
    I am very good. Probably better than you. And I play Elsa a lot more than you obviously. If you play her the way you say she willv eventually switch to coldsnap because she can't reliably parry. Her first parry can be evaded. So say bye bye bonus from incinerate. Plus learn to read. The point is she won't be as good as now. I don't have to "parry medium medium" or "manage her debuffs" now. Please keep your comments to yourself if you don't play the character. Thanks.
    So what if she switches to coldsnap? If you read the skill eq nodes it says you get a fury if it shows "evade failed" so in the end you get the same thing which is increased attack and quick fight
    Mate I don't think you get the point. If she

    Seriously said:

    Seriously said:

    ItsDamien said:

    Seriously said:

    "We love seeing videos of Angela dealing over 20 000 damage on a medium attack, or Scarlet Witch tearing through any obstacle in her path with massive Special Attack damage. That’s something that makes Cavalier Difficulty unique, and we won’t be changing that."

    So is Angela still going to be doing over 20 000 damage on a medium attack?

    Yes, when the current style of Cosmic node is in rotation. Just because they're adding more types of class specific nodes, doesn't mean they're removing the current ones completely.


    Oh I missed that, thanks. So how often will Angela be useful? I literally only ranked her up for this.

    I now have to also rank up a hulk, abom or man thing for science since beardo will be useless, falcon for skill since hit monkey and elsa will be useless, vision for tech since HB will be useless and probably a cosmic I haven't figured yet. I think there is nobody that useful for mystic.
    Hit monkey and Elsa will still be very good for the skill quest
    Nope. Not reliable evade counters. Elsa will only have incinerate up half the time and hit monkey likewise he only goes into his phase for a little bit when he is evaded or knocked down. They are still better than most anti evade champs but nowhere near as good as star they do now.
    Congrats on being wrong.
    Post a video where your Elsa reliably stops evade in a long fight. You have no clue. Even landing the second medium can be evaded. Learn how to play the game first.

    Also how am i wrong about them not being as good as now? I don't have to "manage charges" "parry medium medium" or worry about being evaded in every fight. You are clearly a clueless noob.
    Not the player who doesn't know anything about the game calling others "noobs".





    Ah. I love to see how wrong people are.
    if you dont see the moment in this fight where you got lucky, what can I say?

    He doesn't have coldsnap all the time and you do the evade/parry thing. he could have evaded that. You were just lucky not reliable.

    Also coldsnap does less damage than her incinerates. so she wont be as good. I know it is hard to comprehend but I am happy to keep explaining.

    oh and another thing. he doesn't have 50% chance to evade.
    And? That affects the falsity of the statement "Elsa is not a reliable Evade counter" in what way?
    no falsity. she is not a reliable evade counter. she counters evade but not as well as the best champs. sheesh
    She's not the best Evade counter, I agree, but she's still reliable. Reliable: consistently good in quality or performance.

    Not once was I in the position of getting hit after being Evaded in the video I took. That shows consistency. The fact that she also has an easily accessible way to counter Evade through a 2nd Light Attack adds to that reliability.

    Sorry sweetheart, but you might want to check your definitions. Just because something is not the best does not mean that it is not reliable. Cope.
  • DNA3000DNA3000 Posts: 12,077 Guardian
    Mollinary said:

    Thank You Kabam for creating Cav difficulty, what a wast of time and effort. I don't see any chance to touch it even I supposed to be capable to do it. And after your last announcement I will tell you please remove it from game is useless to have something most people won't touch it.

    No one is guaranteeing that you personally are supposed to be capable of doing Cavalier EQ. Every player has different skills, different roster, and even different tolerance for difficulty. Cavalier EQ is targeted at the set of all players that have reached Cavalier status, but the specific intent is for Cavalier players to grow through the content. Someone who just reached Cavalier status and it was very difficult for them to achieve or took them a lot of resources to do it might have a lot of difficulty doing anything more than the easy path through Cavalier. in fact that's why the easy path exists: to provide a path that every Cavalier has a reasonable chance to navigate. But even that path is not 100% guaranteed to be easy for new Cavalier players to do. The stronger a Cavalier player gets, the easier it should get to navigate the entire thing. The difficulty tops out at being a small challenge for above average Cavalier players, and is probably a cakewalk for most Thronebreaker players at the moment.

    If you can't do it, or don't want to do it, then it is not for you. But it isn't useless just because you can't do it. Lots of people can, and it is for them to do, and for players like you to aspire to do when you get better.

    I said for a long time when people were begging for Cavalier difficulty that just because they want it doesn't mean its supposed to exist. There has to be enough players that could do it to justify the work involved. But contrawise the fact that not every Cavalier player finds it doable is not a requirement for its existence either. In fact, I and others were saying before it was added that for it to be a reasonable addition to the game not all Cavalier players should be able to fully explore it. If they could, it would be too easy to be a useful addition to the game. There has to be a challenge curve to the content for at least the bulk of Cavalier players or it is nonsensical to waste the time on the difficulty tier.

    The treadmill doesn't end with Cavalier. In many ways, it starts with Cavalier. You still have to keep growing both your roster and your skills, and I would say that the game past Cavalier forces you to push much harder to grow roster and skills than the game prior to Cavalier. So if you think Cavalier difficulty is supposed to be something you can push over just because you completed 6.1, you're mistaken.
  • DNA3000DNA3000 Posts: 12,077 Guardian
    xNig said:

    Still disappointed not to see any update about treating all these nodes as defensive ability and any champ or mastery with ability reduction just disturb the game.
    It is just doesn’t make sense, limber is not ability but removing flux with heavy attack is an ability that you may fail to remove with heavy attack if you have something that decrease the defender ability.
    The game should have consistency in it, especially as it scale up and become more complex.

    Limber is a node that activates right when the fight starts. Whereas Flux Dispersal is a conditional node. So one is affected by AAR at the start of the fight, another is affected by AAR upon time of condition fulfillment.

    It’s actually pretty consistent.

    Hope this clears it up.
    To be honest, although there are places where I can understand when people get confused, I think there are people out there who are deliberately obfuscating how ability accuracy works to push the agenda the game is inconsistent, because I keep seeing people bring up different cases as if they believe everyone just knows they are inconsistent, when in fact outside their little bubble of misinformed people those cases tend to be very well understood. Even most people who would prefer those cases work differently understand *why* they work the way they do.

    There's plenty of places where the game either behaves oddly or is poorly documented, we don't need to be making them up.
  • KibiKibi Posts: 56

    Kibi said:

    @Seriously @Kibi

    I did a path of UC EQ on autofight.

    To my surprise, i autofought the whole path. I could have soloed the boss but autofought it because why not.(Chapter 3 Quest 1)

    nice but thats the no node path and rng is a big factor. say you get to boss with champs dead or banged up and have to revive cuz or some mistake. that's a high risk maneuver and not reliable like autoing master eq which is a guarantee no item use finish.
    And? I didnt even think it would work. I was honestly surprised. Doing this is very inconvenient, but its still 100% possible. And the nodes are not a big deal.
    dude you are def not gonna auto clear UC on a regular basis. yea you can get lucky and maybe get through some paths, but it's not a consistent tactic.
  • FaseehFaseeh Posts: 2,668 ★★★★★
    Kibi said:

    Kibi said:

    @Seriously @Kibi

    I did a path of UC EQ on autofight.

    To my surprise, i autofought the whole path. I could have soloed the boss but autofought it because why not.(Chapter 3 Quest 1)

    nice but thats the no node path and rng is a big factor. say you get to boss with champs dead or banged up and have to revive cuz or some mistake. that's a high risk maneuver and not reliable like autoing master eq which is a guarantee no item use finish.
    And? I didnt even think it would work. I was honestly surprised. Doing this is very inconvenient, but its still 100% possible. And the nodes are not a big deal.
    dude you are def not gonna auto clear UC on a regular basis. yea you can get lucky and maybe get through some paths, but it's not a consistent tactic.
    Maybe easy path with r3 corvus
  • Troy_Elric123Troy_Elric123 Posts: 423 ★★

    Why 50% chance to evade
    It's mix masher korg and doom all over again

    The idea here is to encourage Evade encounters, and combined with the Skillful Distraction buff, this gives more Skill Champions access to the kit necessary to prevent Evasion.
    Again you are going

    Hey everybody, thank you all for the feedback. Please keep it coming, as it will help us improve Cavalier Difficulty as we move forward.

    One thing I want to point out: With the addition of the new Buffs, we are not doing away with the older ones. Our goal is to create a pool of buffs to pick and choose from for Cavalier Difficulty, but still not as wide as what you might remember from Uncollected difficulty.

    Your Champions you've ranked up are still going to help you in these Quests, but maybe not the same Champions every month.

    I hope this clears that up a little bit.

    Your intention is preety clear here. You want to keep changing cav nodes and thus the champion requirements . And with each change that I estimate you will implement every 6 months or so will force players to rankup Champions who normally never get used. But you arr not encouraging players to rankup champions , what you are doing is forcing them to do it and then change the meta as you see fit.

    There is a world of difference in designing a back issues that reward you for using certain champions and forcing players to rank up champions who has zero end game usage just for monthly EQ. Whilst making them invest rare resources in cav EQ just to keep getting the same rewards which they have been working hard to get .

    And then you expect us to save up these resources to rank someone to R3 to get a title. You are pulling players in 5 different directions and not giving them any way to get there. These changes are poorly planned or may have had good intentions but the direction in which the game is going is still no different than half a year ago. At least buff the rewards to match the time and effort required. And next time do it from the start and not after half a year feedback collection from the playerbase
  • Notsavage19Notsavage19 Posts: 2,817 ★★★★★

    Why 50% chance to evade
    It's mix masher korg and doom all over again

    The idea here is to encourage Evade encounters, and combined with the Skillful Distraction buff, this gives more Skill Champions access to the kit necessary to prevent Evasion.
    Again you are going

    Hey everybody, thank you all for the feedback. Please keep it coming, as it will help us improve Cavalier Difficulty as we move forward.

    One thing I want to point out: With the addition of the new Buffs, we are not doing away with the older ones. Our goal is to create a pool of buffs to pick and choose from for Cavalier Difficulty, but still not as wide as what you might remember from Uncollected difficulty.

    Your Champions you've ranked up are still going to help you in these Quests, but maybe not the same Champions every month.

    I hope this clears that up a little bit.

    Your intention is preety clear here. You want to keep changing cav nodes and thus the champion requirements . And with each change that I estimate you will implement every 6 months or so will force players to rankup Champions who normally never get used. But you arr not encouraging players to rankup champions , what you are doing is forcing them to do it and then change the meta as you see fit.

    There is a world of difference in designing a back issues that reward you for using certain champions and forcing players to rank up champions who has zero end game usage just for monthly EQ. Whilst making them invest rare resources in cav EQ just to keep getting the same rewards which they have been working hard to get .

    And then you expect us to save up these resources to rank someone to R3 to get a title. You are pulling players in 5 different directions and not giving them any way to get there. These changes are poorly planned or may have had good intentions but the direction in which the game is going is still no different than half a year ago. At least buff the rewards to match the time and effort required. And next time do it from the start and not after half a year feedback collection from the playerbase
    No one's forcing anyone to rank up champions. The monthly EQ can still be done with other champs, it's just that they're not going to benefit from the usage of those champions.
  • FaseehFaseeh Posts: 2,668 ★★★★★

    Why 50% chance to evade
    It's mix masher korg and doom all over again

    The idea here is to encourage Evade encounters, and combined with the Skillful Distraction buff, this gives more Skill Champions access to the kit necessary to prevent Evasion.
    Again you are going

    Hey everybody, thank you all for the feedback. Please keep it coming, as it will help us improve Cavalier Difficulty as we move forward.

    One thing I want to point out: With the addition of the new Buffs, we are not doing away with the older ones. Our goal is to create a pool of buffs to pick and choose from for Cavalier Difficulty, but still not as wide as what you might remember from Uncollected difficulty.

    Your Champions you've ranked up are still going to help you in these Quests, but maybe not the same Champions every month.

    I hope this clears that up a little bit.

    Your intention is preety clear here. You want to keep changing cav nodes and thus the champion requirements . And with each change that I estimate you will implement every 6 months or so will force players to rankup Champions who normally never get used. But you arr not encouraging players to rankup champions , what you are doing is forcing them to do it and then change the meta as you see fit.

    There is a world of difference in designing a back issues that reward you for using certain champions and forcing players to rank up champions who has zero end game usage just for monthly EQ. Whilst making them invest rare resources in cav EQ just to keep getting the same rewards which they have been working hard to get .

    And then you expect us to save up these resources to rank someone to R3 to get a title. You are pulling players in 5 different directions and not giving them any way to get there. These changes are poorly planned or may have had good intentions but the direction in which the game is going is still no different than half a year ago. At least buff the rewards to match the time and effort required. And next time do it from the start and not after half a year feedback collection from the playerbase
    They removed buffed up and diss track which limited so many champs.
  • The_Sentry06The_Sentry06 Posts: 4,895 ★★★★★

    Why 50% chance to evade
    It's mix masher korg and doom all over again

    The idea here is to encourage Evade encounters, and combined with the Skillful Distraction buff, this gives more Skill Champions access to the kit necessary to prevent Evasion.
    Again you are going

    Hey everybody, thank you all for the feedback. Please keep it coming, as it will help us improve Cavalier Difficulty as we move forward.

    One thing I want to point out: With the addition of the new Buffs, we are not doing away with the older ones. Our goal is to create a pool of buffs to pick and choose from for Cavalier Difficulty, but still not as wide as what you might remember from Uncollected difficulty.

    Your Champions you've ranked up are still going to help you in these Quests, but maybe not the same Champions every month.

    I hope this clears that up a little bit.

    Your intention is preety clear here. You want to keep changing cav nodes and thus the champion requirements . And with each change that I estimate you will implement every 6 months or so will force players to rankup Champions who normally never get used. But you arr not encouraging players to rankup champions , what you are doing is forcing them to do it and then change the meta as you see fit.

    There is a world of difference in designing a back issues that reward you for using certain champions and forcing players to rank up champions who has zero end game usage just for monthly EQ. Whilst making them invest rare resources in cav EQ just to keep getting the same rewards which they have been working hard to get .

    And then you expect us to save up these resources to rank someone to R3 to get a title. You are pulling players in 5 different directions and not giving them any way to get there. These changes are poorly planned or may have had good intentions but the direction in which the game is going is still no different than half a year ago. At least buff the rewards to match the time and effort required. And next time do it from the start and not after half a year feedback collection from the playerbase
    As stated above, you aren't forced to rank up champs. It's just that you get a massive bonus if you do bring in the right champs. If you think about it, Buffed Up and Disstrack were much more limiting than these nodes. Also, don't forget that 4* champs work for this too and it's not like the champs you are gonna rank up for cav eq won't ever have any future uses.
  • Mr_PlatypusMr_Platypus Posts: 2,386 ★★★★★

    Why 50% chance to evade
    It's mix masher korg and doom all over again

    The idea here is to encourage Evade encounters, and combined with the Skillful Distraction buff, this gives more Skill Champions access to the kit necessary to prevent Evasion.
    Again you are going

    Hey everybody, thank you all for the feedback. Please keep it coming, as it will help us improve Cavalier Difficulty as we move forward.

    One thing I want to point out: With the addition of the new Buffs, we are not doing away with the older ones. Our goal is to create a pool of buffs to pick and choose from for Cavalier Difficulty, but still not as wide as what you might remember from Uncollected difficulty.

    Your Champions you've ranked up are still going to help you in these Quests, but maybe not the same Champions every month.

    I hope this clears that up a little bit.

    Your intention is preety clear here. You want to keep changing cav nodes and thus the champion requirements . And with each change that I estimate you will implement every 6 months or so will force players to rankup Champions who normally never get used. But you arr not encouraging players to rankup champions , what you are doing is forcing them to do it and then change the meta as you see fit.

    There is a world of difference in designing a back issues that reward you for using certain champions and forcing players to rank up champions who has zero end game usage just for monthly EQ. Whilst making them invest rare resources in cav EQ just to keep getting the same rewards which they have been working hard to get .

    And then you expect us to save up these resources to rank someone to R3 to get a title. You are pulling players in 5 different directions and not giving them any way to get there. These changes are poorly planned or may have had good intentions but the direction in which the game is going is still no different than half a year ago. At least buff the rewards to match the time and effort required. And next time do it from the start and not after half a year feedback collection from the playerbase
    1. You aren’t forced to rank anybody up.
    2. Who says you even need to rank anyone new up? Looking at the nodes, all the champs I was using for the current set of nodes will work just as well for the new set. With the exception of maybe tech.
  • 2nd_slingshot2nd_slingshot Posts: 231
    I honestly don't understand the uproar from the community on the node changes. While Kabam may have botched the timing dropping the announcement just a week and some days away from the next update. I still feel the change is a good one. I've explored all cavalier content since it came out except for the ibomb content cos of one specific node. Diss track. I only had two max 5stars in the science class. Quake and red guardian. I mainly had to use my 4star torch and 5star Nick fury. It didn't always work out best and I had to use items. The ibomb was unexplored cos the node was among the last chapter. I recently got a counter in CGR who just tears through diss track. Point in trying to make is now I have a decent counter to diss track and in one or two month, the main node that kept me on my toes in cavalier will feel boring since I no w have the counter. A decent change in nodes here and there instead of a single mix of monotonous nodes will do us a lot more good in keeping the game alive than just staying stagnant. Also some say they made specific rank ups for some of the game content and the only champs I hear is Angela and Ronin. They are still decent champs that are still pretty good on the game.
    As for rewards I do think for this mid to end game content that is supposed to be a progressive rate into thronebreaker. We should have a choice in what we get as rewards. People are short different things.
    A nexus kind of reward will be better. For example for exploration
    1T5B OR 3T4B nexus like. You choose
    1T2A OR 6T1A still your choice.
    The crystal shards remain
    This way players can at least decide what they want after either cheesing or struggling through the quest depending on roster size and skill level.
    My 2 cents.
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