**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.
Options
My issue with Summer of Pain
This discussion has been closed.
Comments
All other things being equal, I would expect the devs to spend a roughly proportional amount of time on progression wedges of players. If you were targeting the top 5% of players, you should be spending about 5% of your total content development energy on those players. If you're targeting the 25% wedge of middle progress players, you should be spending about 25% of your development energy.
End game content is different, because there are special concerns. If there were not these special concerns, the top 0.5% of players should expect the devs to apportion about 0.5% of their development time to them. That would amount to one piece of end game content every ten years or so. But because end game content is aspirational to a degree (it is conspicuous by absence) and because end game players have special content requirements, games should spend way more than proportional time. I personally would probably allocate something like 5% of my development energy on top tier end game content that was targeting maybe the top 0.5% of players, and maybe an additional 5% on additional content that was targeting a wider 1-2% of players.
In rough terms, that equates to one piece of top tier end game content every eighteen months or so, and three pieces of lesser end game content every two years or so. That's 10% of my content development budget expended on about 2% of the players. I would have difficulty justifying a much larger ratio than that, even accounting for the importance of end game content relative to standard content.
That's in the general ballpark of MCOC's end game content ratio, plus or minus.
How can you change something like this to make it harder (as advertised) yet still fun? Many would say Gauntlet wasnt fun but the rewards were worth it so they did it. Same with Abyss.
What exactly are the people complaining in here about the current Smmer of Pain asking for?? Is it that you want a new Abyss every 5-6 months?
Or a new Maze every quarter with Abyss type fights that is only around a week? Because if it is around longer then it is simply a unit sink that anyone can get through (like Abyss).
If it is too easy , ask for some new content /rules/ challenges without talk about the content already delivered because a lot of people are having a hard time at the actual scenario.
And I'm 200% in to ask for harder and challenging new content that can finally empty my stash 😜
Best regards.
And in any case, I’m not asking for content every few months. But when carina challenge and summer of pain haven’t been what was promised. I’m worried kabam won’t or can’t make truly difficult content again.
I enjoy variants and 7.1 and 2, because they aren’t hyped to be difficult and my expectations aren’t high for their difficulty. But when kabam hype SoP to the moon, and then put out fights that are essentially just kinda tough act 6 bosses, it’s not as much of a challenge and is disappointing
Current fights good enough to justify the difficulty of future challenges? Very subjective statement.
Is the 1st six bosses easy? Depends. Some I can KO in the 1st fight (because I knew in advance the recommended counters from this forum, reddit, twitter, line ....etc.) but some I need to restart over 30 times to get that one shot kill. My theory is that I never judge a fight easy from my perspective. I can do it doesn't imply every TB can, vice versa.
Can Kabam create the toughest content for those top 1% players? I support that even though I definitely not in that 1%. In fact, I seldom see those 1% players active in this forum nor complain the difficulty in their channels. What they did is really like some of the peoples mentioned above: if the content is easy, they use lower level champ to tackle. Pure skill demonstration.
Is summoner showdown / SDCC / NYCC a content for those top 1% players? I think so. Many times those seldomly appeared pro players appeared during those events. I'm ok if Kabam launch more of these kind of events, such that those self-claimed ENDGAMERS can find a challenges.
The great thing about this event that you can practice unlimited times and it is improving my skill immensely!
If they had limited entries it would have been a much more challenging or at least costly proposition.
That's the only way they can challenge us in this type of one fight content, outside of putting counterproductive nodes that only benefit the defender, or giving the defender 10 million health points.
So yes maybe they hyped it too much.. Or maybe they changed something (or nothing and the Meta moved on) since 2020 (like the number of entries, nodes or the health points) to make it easier.
Imagine if SOP was restricted to 6* or your champ was locked out of all rarities if you miss.
The previous pieces of content were "tough" because of our lack of real options. Now is not so.
Times have changed, and restricting our roster is the only way to add real "toughness".
abyss wasnt tough, it was just long.
act6 currently with all the options is much easier.
in the end, it is all about options. We have too many options, hence the whining about it being too easy.
kabam has to run the fine line between making it far too restrictive and make fun objectives. I think they are hitting quite a good balance.
Maybe going forward they add a piece of content with uninspiring rewards but very tough restrictions.
Also, i argue that carina's challenges are end game content that is exactly what you asked for. I suggest doing those.
Thats akin to believing Lagacy's videos INSANEEE DAMAGE!! MUTANT AEGON SKILL CORVUSSSS?? and then saying the character isnt a copy of said champion.
The issue with restricting rosters by year is that people rank up who they want to use, and more often than not, they’ll rank up later year champions as the abilities progress and get better as time goes on. So by restricting rosters you can take that run away from it. However, I wouldn’t be opposed to seeing some content like you’ve suggested with a restriction.
Carina challenge really wasn’t it for me, it’s literally just the argument of “just use 3*” embodied in content. It’s going back and doing previous fights with lower ranked champions, just more health and more attack. It was ok, but not what I’m looking for.
But as I’ve said before, I think SoP is pretty good as it is, I think because it’s temporary it shouldn’t be as hard as end gamers expect, however we should get that hard content somewhere.
Even when they do get creative, once one player figures it out (by having the opportunity to easily repeat the fight) we all do and it becomes easier than originally intended.
I don't think any content can be truly challenging now with the variety of champions and abilities in the game, without there being hard restrictions on the fight.