just wait for last week challenge. kabam will probs put all 9 bosses back, give them GM-like abilities where u have to complete missions, add some ridic nodes, and fury-like second life and put time limit on the fight - that hopefully will satisfy the endgame players - fingers crossed tho 😖
i recently did O canada challenge and even though there was no way to do it itemless, i enjoyed it. reason being it was a challnege to see how much damage i could do wihtin the time limit
the first 3 weeks for me were fun and hard. especially mysterio. the latter three weeks are absolute jokes. the strategy for both darkhawk and adaptoid is to do four hit and block
I feel the 'pain' should've come from the Objectives. The only way to make these fights more than a roster check is to force a playstyle that challenges certain skillsets.
Well, not the only way, but you run the risk of making them 'unit-grab' fights if you do it more conventionally.
The players were allowed to outgrow peak content, leaving only (the limited) variable content as a challenge. It was a big Whoops by Kabam. Only thing we can do is wait for the gap to shrink. Or for more variable content. Content that hopefully (personally speaking) isn't team-based.
It sucks, yeah, but a company has to think profit first. They screwed up, but you can see that they're trying to remedy the situation. Hell, the SoP being Cav-capable might be part of the solution, as the rewards will probably create a lot of new TB -- just in time to save up for Black Friday.
What sort of objectives would you introduce to make there more “pain”
I feel the 'pain' should've come from the Objectives. The only way to make these fights more than a roster check is to force a playstyle that challenges certain skillsets.
Well, not the only way, but you run the risk of making them 'unit-grab' fights if you do it more conventionally.
The players were allowed to outgrow peak content, leaving only (the limited) variable content as a challenge. It was a big Whoops by Kabam. Only thing we can do is wait for the gap to shrink. Or for more variable content. Content that hopefully (personally speaking) isn't team-based.
It sucks, yeah, but a company has to think profit first. They screwed up, but you can see that they're trying to remedy the situation. Hell, the SoP being Cav-capable might be part of the solution, as the rewards will probably create a lot of new TB -- just in time to save up for Black Friday.
What sort of objectives would you introduce to make there more “pain”
do only blocket hits, do less than so and so hits. do less than x parries. do less than x dashes. stuff that don't change the fight or counter but just the way you play
I feel the 'pain' should've come from the Objectives. The only way to make these fights more than a roster check is to force a playstyle that challenges certain skillsets.
Well, not the only way, but you run the risk of making them 'unit-grab' fights if you do it more conventionally.
The players were allowed to outgrow peak content, leaving only (the limited) variable content as a challenge. It was a big Whoops by Kabam. Only thing we can do is wait for the gap to shrink. Or for more variable content. Content that hopefully (personally speaking) isn't team-based.
It sucks, yeah, but a company has to think profit first. They screwed up, but you can see that they're trying to remedy the situation. Hell, the SoP being Cav-capable might be part of the solution, as the rewards will probably create a lot of new TB -- just in time to save up for Black Friday.
What sort of objectives would you introduce to make there more “pain”
do only blocket hits, do less than so and so hits. do less than x parries. do less than x dashes. stuff that don't change the fight or counter but just the way you play
Yeah that’s exactly what I had in mind, I mentioned it here in the SoP main thread
I’m not sure where that link will take you, but my suggestion then Miike’s response is below, apparently they’d never considered it but he was going to mention it to the team and see if the functionality exists. So maybe something we could see in future!
just wait for last week challenge. kabam will probs put all 9 bosses back, give them GM-like abilities where u have to complete missions, add some ridic nodes, and fury-like second life and put time limit on the fight - that hopefully will satisfy the endgame players - fingers crossed tho 😖
you really are missing the point
am I? isnt that challenging enough? or do you have any other suggestions?
This is literally a thread full of suggestions. I suggest you read it.
I feel the 'pain' should've come from the Objectives. The only way to make these fights more than a roster check is to force a playstyle that challenges certain skillsets.
Well, not the only way, but you run the risk of making them 'unit-grab' fights if you do it more conventionally.
The players were allowed to outgrow peak content, leaving only (the limited) variable content as a challenge. It was a big Whoops by Kabam. Only thing we can do is wait for the gap to shrink. Or for more variable content. Content that hopefully (personally speaking) isn't team-based.
It sucks, yeah, but a company has to think profit first. They screwed up, but you can see that they're trying to remedy the situation. Hell, the SoP being Cav-capable might be part of the solution, as the rewards will probably create a lot of new TB -- just in time to save up for Black Friday.
What sort of objectives would you introduce to make there more “pain”
do only blocket hits, do less than so and so hits. do less than x parries. do less than x dashes. stuff that don't change the fight or counter but just the way you play
Yeah that’s exactly what I had in mind, I mentioned it here in the SoP main thread
I’m not sure where that link will take you, but my suggestion then Miike’s response is below, apparently they’d never considered it but he was going to mention it to the team and see if the functionality exists. So maybe something we could see in future!
I do like this idea. They have the tech to track what we do in-fight via objectives and daily events, we’ve seen that in objectives that track dexes and parries, and we’ve seen events that track what finishing blow we land.
Some form of the tech exists, but I’m sure it would need to be fine tuned for creating limits as opposed to simply measuring. I’d be very interested in this kind of thing.
Would have been the perfect opportunity for them to add the Root mechanic. They created this mechanic and I’ve think we’ve only seen it in one SEQ.
If I remember correctly, in the same dev diary that they talked about the root mechanic originally they also mentioned the possibility of arena hazards. I’d be fascinated to see something like Spiked Walls as a mechanic where damage is done when either combatant is backed up into the wall. Fun fact, that would also do a number on Quake’s supremacy without messing up other evaders.
Actually, I could come up with a few cool ideas here. Different buffs and debuffs occurring depending on which half of the arena you’re on so that you really have to manage where in the space you are for optimal play.
So what did you expect? You want to use 20 revives every single fight? Just use 2 stars and have your hard content This content is fun, requires you to have specific champions and also have them ranked up if you want the solo, I mean getting a solo in a fight doesn't mean it's not hard. I prefer the hard earned solo than a 20 revive fight. I got vodoo 2 years ago as a 5 star and never even used him a single time. Thanks to this content I used my 'hard earned' champion soo I think the content and the rewards are awesome in every way.
So what did you expect? You want to use 20 revives every single fight? Just use 2 stars and have your hard content This content is fun, requires you to have specific champions and also have them ranked up if you want the solo, I mean getting a solo in a fight doesn't mean it's not hard. I prefer the hard earned solo than a 20 revive fight. I got vodoo 2 years ago as a 5 star and never even used him a single time. Thanks to this content I used my 'hard earned' champion soo I think the content and the rewards are awesome in every way.
I don’t want to use 20 revives every fight. That wouldn’t be fun, I’d like a challenging fight that I didn’t go into and solo the first or second time without much thought into it.
I’m not sure if you’re joking about using a 2*, but I’ve explained many times why that does not make content harder. It’s just more punishing.
I like having to think about a fight, go into it and try for a good 30 mins to absolutely nail it to be able to get it down.
That’s fair if you like this sort of content, but luckily this is a sort of game that can ( or should be able to) provide content for everyone.
Probably they should have made Summer of Pain limited to one entry per player per day for the week (so 7 tries basicaly). That would have been VERY painful.
You either beat it with the champ you brought in on that day or wait until tomorrow to try a different counter. People would probably use more revives trying to beat it that way and it would have been extremely painful w/o perfect cpounters.
The main reason it has been so easy for most is the unlimited number of entries to get to the fight - you can practice dozens of times to get it right. And with everyone and their mom doing such and collaborating it was never goin to be difficult in this format. The rewards are worth a few revives each fight if needed.
That cannot be done with marathon content like Abyss or Gauntlet... imagine needing to practice the Cyclops fight in Abyss and how many other marathon fights it would take to reach there with different counters.
Just to be clear I am okay with how it is currently, but to those disappointed may i suggest to kabam they do it my way next time
Probably they should have made Summer of Pain limited to one entry per player per day for the week (so 7 tries basicaly). That would have been VERY painful.
You either beat it with the champ you brought in on that day or wait until tomorrow to try a different counter. People would probably use more revives trying to beat it that way and it would have been extremely painful w/o perfect cpounters.
The main reason it has been so easy for most is the unlimited number of entries to get to the fight - you can practice dozens of times to get it right. And with everyone and their mom doing such and collaborating it was never goin to be difficult in this format. The rewards are worth a few revives each fight if needed.
That cannot be done with marathon content like Abyss or Gauntlet... imagine needing to practice the Cyclops fight in Abyss and how many other marathon fights it would take to reach there with different counters.
Just to be clear I am okay with how it is currently, but to those disappointed may i suggest to kabam they do it my way next time
That isn’t fun, nor is it what we have been asking for
Seems to me like we need a new progression based title meant for the top of the top.
One problem with that is that the absolute top of the top don't need a progression tier, because they've hit the progression ceiling.
They’ve hit the *current* progression ceiling. There’s always more progression to be had, and Kabam dug themselves a hole by nerfing the most recent title before they ever released it.
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.
Kabam created problems for themselves by lowering the threshold for TB, but this issue overall isn't one of them. The problem is that the (current) top tier of progression is always special, for the simple but not always obvious reason that there's no progression tier above it (that exists in the game).
If we decide to make the requirements for Uncollected or Cavalier higher, we'd be changing the average strength of the players in that tier upward, which means the content in that tier would tend to be more difficult, which would also imply that the rewards in that tier would be higher, which would mean those players would advance to the next higher tier faster. That's all manageable, to a point, which makes the decision on where to draw the line for UC or Cav somewhat arbitrary (or responsive to other factors you want to manage).
But that's not true for TB. If we make the threshold for TB higher, making the average player stronger, we can't just make the content harder and the rewards higher. If we do, we don't accelerate them to the next tier, we accelerate them faster to the wall, a wall you cannot just hand wave away. We see that with players complaining about duplicating max sig 6* champs. The next progress tier doesn't exist yet, so those duplications cannot earn progress in the next tier. They just have to stay there at the soft cap until that changes.
(If you want to argue that's not actually necessary that's a separate discussion, but for our purposes here it is enough to believe the devs believe this, because that's what will drive their decision making here).
The smaller a wedge of the top tier players the highest progression tier encompasses, the more you amplify the problem of how you make anything relevant to them, meanwhile you're expending more and more energy on a tinier and tinier slice of players. And you would be running out of reward budget at the top faster than you want to introduce new higher progress tiers.
To put it bluntly, you'd be trading all the crying from Cavalier players who think they deserve to be TB because they are "almost" at their first R3, for a lot more crying from TB players who think the rewards for TB content are too low for the difficulty they are targeted at, because while difficulty could be adjusted upward easily, commensurate rewards for that higher difficulty are not as easy to simply add to the game.
I think Kabam have done well so far with SOP. As far as those end game whiny whales gotta realize not everything is always about u
Ok, but what exactly is about me? Not asking for everything, but what is one thing?
More specifically, when was the last time there was some genuinely challenging content that didn’t feel overhyped? I’ll give you a hint, most end game players will tell you (with no hint of a whine) that it was the Abyss, act 6 or the Maze. One of them was 18 months ago, one was 16 months ago and one was 2 and a half years ago.
So how rare does end game content get before it’s actually ok to ask what about me? The way you say not everything is always about you implies that I am swimming with hard, challenging content that I feel is aimed at me. But when you take a look at the content being offered to me, well, it’s just not matching your narrative.
I think Kabam have done well so far with SOP. As far as those end game whiny whales gotta realize not everything is always about u
Ok, but what exactly is about me? Not asking for everything, but what is one thing?
More specifically, when was the last time there was some genuinely challenging content that didn’t feel overhyped? I’ll give you a hint, most end game players will tell you (with no hint of a whine) that it was the Abyss, act 6 or the Maze. One of them was 18 months ago, one was 16 months ago and one was 2 and a half years ago.
So how rare does end game content get before it’s actually ok to ask what about me? The way you say not everything is always about you implies that I am swimming with hard, challenging content that I feel is aimed at me. But when you take a look at the content being offered to me, well, it’s just not matching your narrative.
I think Kabam have done well so far with SOP. As far as those end game whiny whales gotta realize not everything is always about u
Ok, but what exactly is about me? Not asking for everything, but what is one thing?
More specifically, when was the last time there was some genuinely challenging content that didn’t feel overhyped? I’ll give you a hint, most end game players will tell you (with no hint of a whine) that it was the Abyss, act 6 or the Maze. One of them was 18 months ago, one was 16 months ago and one was 2 and a half years ago.
So how rare does end game content get before it’s actually ok to ask what about me? The way you say not everything is always about you implies that I am swimming with hard, challenging content that I feel is aimed at me. But when you take a look at the content being offered to me, well, it’s just not matching your narrative.
How about gauntlet ??
Ah, so because it’s 4 events in 2 and a half years is that ok now? One event for end game players every 7 and a half months sounds good doesn’t it. And it sounds even better when the rest of the player base gets a variant every few months, or 7.1 or 7.2 every few months, Cav EQ each month, champion challenges and boss rushes.
But you’d argue that that’s fine, because End game players get 4 pieces of content in 2 and a half years.
I’m not arguing that every piece of content should be aimed at end game players, but a little more than once every 7 and a half months would be appreciated.
I think Kabam have done well so far with SOP. As far as those end game whiny whales gotta realize not everything is always about u
Ok, but what exactly is about me? Not asking for everything, but what is one thing?
More specifically, when was the last time there was some genuinely challenging content that didn’t feel overhyped? I’ll give you a hint, most end game players will tell you (with no hint of a whine) that it was the Abyss, act 6 or the Maze. One of them was 18 months ago, one was 16 months ago and one was 2 and a half years ago.
So how rare does end game content get before it’s actually ok to ask what about me? The way you say not everything is always about you implies that I am swimming with hard, challenging content that I feel is aimed at me. But when you take a look at the content being offered to me, well, it’s just not matching your narrative.
How about gauntlet ??
Ah, so because it’s 4 events in 2 and a half years is that ok now? One event for end game players every 7 and a half months sounds good doesn’t it. And it sounds even better when the rest of the player base gets a variant every few months, or 7.1 or 7.2 every few months, Cav EQ each month, champion challenges and boss rushes.
But you’d argue that that’s fine, because End game players get 4 pieces of content in 2 and a half years.
I’m not arguing that every piece of content should be aimed at end game players, but a little more than once every 7 and a half months would be appreciated.
ALL THOSE THINGS ARE ALSO FOR ENDGAME PLAYERS AS WELL DUUUUDE, COME OOON. Monthly eq only for beginners wth... variants only for beginners are you drunk? 7.1 and 7.2 .... I will not say anything anymore to you my endgame bro. I'm an endgame player aswell and I enjoy every content every month. They are for everyone......... Also carina challanges as well so stop whining now please you look bad.
I think Kabam have done well so far with SOP. As far as those end game whiny whales gotta realize not everything is always about u
Ok, but what exactly is about me? Not asking for everything, but what is one thing?
More specifically, when was the last time there was some genuinely challenging content that didn’t feel overhyped? I’ll give you a hint, most end game players will tell you (with no hint of a whine) that it was the Abyss, act 6 or the Maze. One of them was 18 months ago, one was 16 months ago and one was 2 and a half years ago.
So how rare does end game content get before it’s actually ok to ask what about me? The way you say not everything is always about you implies that I am swimming with hard, challenging content that I feel is aimed at me. But when you take a look at the content being offered to me, well, it’s just not matching your narrative.
How about gauntlet ??
Ah, so because it’s 4 events in 2 and a half years is that ok now? One event for end game players every 7 and a half months sounds good doesn’t it. And it sounds even better when the rest of the player base gets a variant every few months, or 7.1 or 7.2 every few months, Cav EQ each month, champion challenges and boss rushes.
But you’d argue that that’s fine, because End game players get 4 pieces of content in 2 and a half years.
I’m not arguing that every piece of content should be aimed at end game players, but a little more than once every 7 and a half months would be appreciated.
ALL THOSE THINGS ARE ALSO FOR ENDGAME PLAYERS AS WELL DUUUUDE, COME OOON. Monthly eq only for beginners wth... variants only for beginners are you drunk? 7.1 and 7.2 .... I will not say anything anymore to you my endgame bro. I'm an endgame player aswell and I enjoy every content every month. They are for everyone......... Also carina challanges as well so stop whining now please you look bad.
When did I say they were for beginners?
Variants, monthly EQ, 7.1 and 2 were not challenging or the content I would enjoy as much as what I’m pretty reasonably suggesting. While end game players can do that content, it is not FOR them. And kabam has confirmed this multiple times.
I’m glad you enjoy that content, and while I enjoy it, I’d rather something that challenged me. Carina’s challenges had maybe 4 of them that were actually challenging and not just use lower star level where they aren’t supposed to be used, which is essentially a juiced up version of “Just use 3* champions”, not a challenge.
I wish you didn’t have to resort to the classic “you’re just whining excuse”, to someone who is actually just giving feedback on a game they enjoy. It would add a lot more to the discussion and to your character.
Comments
https://forums.playcontestofchampions.com/en/discussion/269480/summer-of-pain-updated-june-16-14-00-pt/p12
I’m not sure where that link will take you, but my suggestion then Miike’s response is below, apparently they’d never considered it but he was going to mention it to the team and see if the functionality exists. So maybe something we could see in future!
Some form of the tech exists, but I’m sure it would need to be fine tuned for creating limits as opposed to simply measuring. I’d be very interested in this kind of thing.
Actually, I could come up with a few cool ideas here. Different buffs and debuffs occurring depending on which half of the arena you’re on so that you really have to manage where in the space you are for optimal play.
I’m not sure if you’re joking about using a 2*, but I’ve explained many times why that does not make content harder. It’s just more punishing.
I like having to think about a fight, go into it and try for a good 30 mins to absolutely nail it to be able to get it down.
That’s fair if you like this sort of content, but luckily this is a sort of game that can ( or should be able to) provide content for everyone.
You either beat it with the champ you brought in on that day or wait until tomorrow to try a different counter. People would probably use more revives trying to beat it that way and it would have been extremely painful w/o perfect cpounters.
The main reason it has been so easy for most is the unlimited number of entries to get to the fight - you can practice dozens of times to get it right. And with everyone and their mom doing such and collaborating it was never goin to be difficult in this format. The rewards are worth a few revives each fight if needed.
That cannot be done with marathon content like Abyss or Gauntlet... imagine needing to practice the Cyclops fight in Abyss and how many other marathon fights it would take to reach there with different counters.
Just to be clear I am okay with how it is currently, but to those disappointed may i suggest to kabam they do it my way next time
If we decide to make the requirements for Uncollected or Cavalier higher, we'd be changing the average strength of the players in that tier upward, which means the content in that tier would tend to be more difficult, which would also imply that the rewards in that tier would be higher, which would mean those players would advance to the next higher tier faster. That's all manageable, to a point, which makes the decision on where to draw the line for UC or Cav somewhat arbitrary (or responsive to other factors you want to manage).
But that's not true for TB. If we make the threshold for TB higher, making the average player stronger, we can't just make the content harder and the rewards higher. If we do, we don't accelerate them to the next tier, we accelerate them faster to the wall, a wall you cannot just hand wave away. We see that with players complaining about duplicating max sig 6* champs. The next progress tier doesn't exist yet, so those duplications cannot earn progress in the next tier. They just have to stay there at the soft cap until that changes.
(If you want to argue that's not actually necessary that's a separate discussion, but for our purposes here it is enough to believe the devs believe this, because that's what will drive their decision making here).
The smaller a wedge of the top tier players the highest progression tier encompasses, the more you amplify the problem of how you make anything relevant to them, meanwhile you're expending more and more energy on a tinier and tinier slice of players. And you would be running out of reward budget at the top faster than you want to introduce new higher progress tiers.
To put it bluntly, you'd be trading all the crying from Cavalier players who think they deserve to be TB because they are "almost" at their first R3, for a lot more crying from TB players who think the rewards for TB content are too low for the difficulty they are targeted at, because while difficulty could be adjusted upward easily, commensurate rewards for that higher difficulty are not as easy to simply add to the game.
More specifically, when was the last time there was some genuinely challenging content that didn’t feel overhyped? I’ll give you a hint, most end game players will tell you (with no hint of a whine) that it was the Abyss, act 6 or the Maze. One of them was 18 months ago, one was 16 months ago and one was 2 and a half years ago.
So how rare does end game content get before it’s actually ok to ask what about me? The way you say not everything is always about you implies that I am swimming with hard, challenging content that I feel is aimed at me. But when you take a look at the content being offered to me, well, it’s just not matching your narrative.
But you’d argue that that’s fine, because End game players get 4 pieces of content in 2 and a half years.
I’m not arguing that every piece of content should be aimed at end game players, but a little more than once every 7 and a half months would be appreciated.
Variants, monthly EQ, 7.1 and 2 were not challenging or the content I would enjoy as much as what I’m pretty reasonably suggesting. While end game players can do that content, it is not FOR them. And kabam has confirmed this multiple times.
I’m glad you enjoy that content, and while I enjoy it, I’d rather something that challenged me. Carina’s challenges had maybe 4 of them that were actually challenging and not just use lower star level where they aren’t supposed to be used, which is essentially a juiced up version of “Just use 3* champions”, not a challenge.
I wish you didn’t have to resort to the classic “you’re just whining excuse”, to someone who is actually just giving feedback on a game they enjoy. It would add a lot more to the discussion and to your character.