**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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My issue with Summer of Pain
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Part of the issue to me, is the total lack of entry barrier. By having it cost 0 energy and only 1 fight, there is nothing preventing endless attempts.
Today for instance, I used Mojo. I think I tried about 6 times before I got the solo, but I never felt true disappointment at failure because it was not IF I could get the solo, it was just an inevitably of how many attempts it would take.
Compare this to the gaunlet, if you're even 1 fight past the first, there is a cost to failure, either redoing fights, or reviving.
Another comparison would be to the infinity war or end game thanos fights. I don't recall exactly how much, but a small energy cost of around 9, meant there was a cost to repeated attempts.
Fights can be way harder when you give the opportunity to for endless practice.
For some people it would apply more pressure in a fight that currently has no pressure, and that would make it more challenging (and fun). But for players like me, it would be a limitation that would make me enjoy the opportunity less, but make the actual overall rate of success in terms of rewards no different.
But I agree for the most part that end game content advertised to be the hardest content yet should be permanent and be as difficult as advertised. And sorry Cavs, but should be locked to the top (in this case TB’s) as well. Throw all the challenges, attacked bans, insane champ restrictions, abyss style challenges, whatever it may be at TB’s. This way they get their challenge and the rest have something to push toward.
But in my opinion it’s impossible to do that when every Cav player (seemingly) thinks they deserve everything TB players receive/earn.
Personally, I Love the rewards. Fights aren't overkill but are generally challenging in the sense of the fight design towards specific counters or a play style (usually) and am glad I haven't been able to just quake my way through the majority of them. Have to think some on best options and then play nearly perfect if you want the solo. Considering this was meant for last year, and before TB was as obtainable as it is now (a year later), pretty sure it hit the mark for the time it was designed to originally be released And even though it's a year later, I absolutely love that T5CC is being made more available for sticking it out.
I applaud the event. Boo hoo to those it is too easy for. Unfortunately, you are at the top and if Kabam spent time catering specific ally to that smaller circle, the overall complaints from the other 95% of players would be far more. Why would Kabam dedicate so much time, money and effort to content that only targets a small percentage of the overall player base? They wouldn't. They're trying to make difficult content, but make it more engaging and entertaining than just using brute force punishment tactics.
First of all, Players who have multiple r3 6 stars won't find this difficult. Don't get me wrong. To get to r3 6 star there several restrictions (probably post difficult or hard restrictions). So while reaching to that point players develop pretty good deep rosters in terms of 5 stars. Even with many or atleast good amount of r2 6 stars. So it's natural when old nodes comes in game in some new content people blast through it. Because they have experience to deal with counters readied from the past.
Secondly, a Taboo is been made in forums about a Player regarding their skill with Their exp level. Please before bashing out on me or disagreeing , Read whole point. Most of the time many of the members of the forums have repeatedly judged the Player's skill with their Exp level. Like someone getting Cav at level 50 isn't good thing while being UC for year or so Long at level 60 is Marvellous. So when there's new Sq releases or other temporary content releases , it have restrictions based upon title ( or meant to corresponding title) and exp level. As far I know Legendary is meant for Cavs. Now take example of Mutant island and next month's sq. Mutant island didn't had any restrictions while next month had exp level restrictions. Now here's the main point. There's a Loophole in this system. People who are UC at 60 level are allowed to go in but players with cav title below 55 exp level can't go in. Here I mean with legendary difficulty which meant for Cavs. Now people who weren't supposed to play it , play because one of the condition is met through exp level and complain. While player with right title can't go even try it due to exp level , cannot give his feedback. This seems casual but isn't. Because most of the time level 60 but with not right title just complain and whin about it. And Deva take their feedbacks. In long run it hurts. We have seen in past when people cried for difficulty too difficult for them but it was meant that much difficult initially , kabam changed it. It have impacted difficulty scaling and tuning in long run. Because people with right requirements are less heard as they are less at certain points while majority who don't met requirement at certain times dominates the opinion cuz they were allowed to taste the meat which in reality meant for them. Another classic example would be like that There were less TB compared to last year. People with Title TB are different from breakers of thorned in terms of roster, experience, attitude, and skill level. Now we bring content where initially it was meant to challenge BOT ( breaker of thrones) given that these guys must have deep rosters. But Content allows anyone above 60 exp level and title of Cav. But as we see in past UC if there are level 60 can take part too. Now for each title holder, content will give different vibes. Guess who will complain most and Feedbacks are taken in account. This the problem. In practical we have seen this in many SQs before or in any other content. This loophole is what causes the problem. SOP is another victim. It was meant for end game players ( TBs especially with deep rosters) but cav were also allowed to have taste. First 2 weeks were easy or moderate for TBs or end game players meanwhile cavs Still whinnied. And after that we have seen so called easy weeks. Now this type of feedback kills difficultly scaling for future too in any content.
Third and lost point. We have seen many buffs from last year or so. And some were literally insane ones. Mags, Colossus are best example. And this buffed champ had some new and unique abilities which counters what most of the champs don't do.
Now combine these all 3 and add with temporary teased content and then decide for yourself what will happen next.
I appreciate new content and the awards that come with them. I also appreciate when it's not just designed for the very best 1-5% of players (or those that have been playing the longest or spent the most).
Those types of events just push the best even farther ahead and they'll just want harder content that others will never be able to "catch up to". And no, this game isn't a catch up game, but if you keep widening the gap for a small group, they'll keep wanting even more select content and more select rewards that makes it a haves vs. have nots situation.
For one thing, the devs can't support an unlimited number of tiers. They're looking to simplify the ones they have now. If we let top tier progress players go up a rung, we'd have to eliminate a rung to accommodate that. And then another one after that, when the top tier players hit the new wall less than a year later.
(Accelerating players to UC might even be part of a long term plan to accommodate doing just that)
They honestly need them to slow down a bit, not speed up even more, if we're talking about managing the game as a whole.
I’m not saying a title for the top 10 spenders in the game, but a title that follows more in line with what TB was originally supposed to be: somewhere in a more difficult Act 7 with team(s) of r3’s. If TB meant having 5+ rank 3’s then Kabam could do more to provide content specific to those who’ve reached that progression. With only needing 1 r3 every Cav player thinks they are on the brink of being TB and deserve to be treated as such.
And yes you are right how people can't feel content hard but at same time majority of players find it hard and want an easy way out. Feedbacks are not heard properly from people for whom content was made as there's some loophole in past contents based upon titles and exp levels which is affecting now
The gist of it would be some kind of ultra challenging EQ or Variant style quest setup. Six or nine quests, could be set up with rewards on paths and the paths are steadily more difficult (but not done all in one run, so Kabam could get brutal with any individual path without consideration for the others).
I’d also love to see a Big Boss at the end of this kind of seasonal content. A final quest that’s setup kinda like the SoP quests or the Infinity Thanos fights with a Big Bad Seasonal Boss that was just made to wipe the floor with the player. I’m talking fights like Grandmaster/Collector/Original Recipe 6.2.6 Champion. Because there’s no path, the boss can be extremely challenging. Could be a totally original challenge too, like a mashup champion or some other new characters (like Galactus?)
These quests would be live in game for three months or so. Long enough to rank whatever champions you may need to rank, but not necessarily long enough to wait around to pull the best possible counter. Then it would either rotate to another three month quest or take a break for three months while the Devs come up with the next one, whatever works. This is just an extremely rough outline of the idea, but I’d love to see it.
At the moment, all I really feel like challenges me in the game is AW which I love to play, but I don't want to rely on it, or a solo competitive mode for a challenge. I'd like to have a challenge in events, quests etc.
Take the announcement for what it was, florid speech.
The minority vs majority argument works for temporary content, but it doesn't work for permanent content. As the majority who can't complete it right away eventually get there, like how you see current Cavs going for Abyss.
I know most see posts like this and think, uh damn end game players wanting everything aimed at them, everything is too easy blah blah blah. But literally all we are asking for is content we can really enjoy. Content that is not at any person's difficulty level will never be as enjoyable, and the last time I really felt challenged and thought wow I don't think I'll be able to do this right now, was in Abyss, and that was more about resources than difficulty. Why is it fine for players who have variants, act 7, Cav EQ to have all that content, and still get end game content aimed easy enough so they can still complete it? It's a huge challenge for them sure, but if they enjoy it then great - however, end game players should still feel like they have that sort of challenge in the game as well, and I don't feel like there's been that sort of challenge in the game for over 18 months. Gauntlet came close, but ultimately hasn't done it for me.
And all this isn't to say I don't enjoy the content full stop, it's just that I'd love to have my fill of tough, challenging content as well.
IMO they should have made the objectives harder. Like get a point for solo’ing on your first try. Then it would have served a larger percentage of players in terms of difficulty.