I'm inclined to disagree. SQ really shouldn't go down this road. Which road?
I'm inclined to disagree. SQ really shouldn't go down this road.
I'm inclined to disagree. SQ really shouldn't go down this road. Which road? The road where the difficulty of SQ changes the experience from an enjoyable side event, to an overly-tuned wall for no apparent reason. There are limits to it for what it is. It's not meant to be End-Game material. The Rewards aren't even in tune with that. There will always be some sort of variance with how difficult it is, no question. Extending Fights to 7 minutes a piece isn't justified by the fact that it's 12 Fights a week. It's overboard, and catering to people who are bored is not a reasonable justification to frustrate the majority of people doing said content. Otherwise, we're just tuning Legendary based on feelings and not consistent, overall progression.
I'm inclined to disagree. SQ really shouldn't go down this road. Which road? The road where the difficulty of SQ changes the experience from an enjoyable side event, to an overly-tuned wall for no apparent reason. There are limits to it for what it is. It's not meant to be End-Game material. The Rewards aren't even in tune with that. There will always be some sort of variance with how difficult it is, no question. Extending Fights to 7 minutes a piece isn't justified by the fact that it's 12 Fights a week. It's overboard, and catering to people who are bored is not a reasonable justification to frustrate the majority of people doing said content. Otherwise, we're just tuning Legendary based on feelings and not consistent, overall progression. I think using Doom’s fight time, when it’s obvious he’s a bad counter is misleading. Leave Doom on the bench and it’s pretty easy.
After exploring it, I must say that it was easier than expected and I kinda enojoyed the challenge. It's hard but not too hard (atleast for me) . It's not too grindy and it's only 3 short paths with 0 energy cost.That said the rewards could/should be better.
I'm inclined to disagree. SQ really shouldn't go down this road. Which road? The road where the difficulty of SQ changes the experience from an enjoyable side event, to an overly-tuned wall for no apparent reason. There are limits to it for what it is. It's not meant to be End-Game material. The Rewards aren't even in tune with that. There will always be some sort of variance with how difficult it is, no question. Extending Fights to 7 minutes a piece isn't justified by the fact that it's 12 Fights a week. It's overboard, and catering to people who are bored is not a reasonable justification to frustrate the majority of people doing said content. Otherwise, we're just tuning Legendary based on feelings and not consistent, overall progression. Its not end game level difficulty, gonna go ahead and disagree there.That 7 minute fight time was due to a poor match up.The sentence about catering to players who are bored. I legitimately don't know what that means. If you're referring to players who don't find it difficult, we didn't really find it particularly exciting either. I'm just grinding it for extra rewards on top of EQ. And how do you know it's "frustrating the majority"? I guess my question from previous threads on this topic remains. What is it about a piece of content labeled "Legendary Difficulty" that suggests you should be able to steamroll it without giving thought to your team or extending effort to defeat the opponents? We must have a different definition of what the word legendary means. What kind of defenders do you expect to see? 30k Ironman classic and She-hulk with no buffs? Serious question. What should "legendary difficulty" look like in your opinion?
I'm inclined to disagree. SQ really shouldn't go down this road. Which road? The road where the difficulty of SQ changes the experience from an enjoyable side event, to an overly-tuned wall for no apparent reason. There are limits to it for what it is. It's not meant to be End-Game material. The Rewards aren't even in tune with that. There will always be some sort of variance with how difficult it is, no question. Extending Fights to 7 minutes a piece isn't justified by the fact that it's 12 Fights a week. It's overboard, and catering to people who are bored is not a reasonable justification to frustrate the majority of people doing said content. Otherwise, we're just tuning Legendary based on feelings and not consistent, overall progression. Its not end game level difficulty, gonna go ahead and disagree there.That 7 minute fight time was due to a poor match up.The sentence about catering to players who are bored. I legitimately don't know what that means. If you're referring to players who don't find it difficult, we didn't really find it particularly exciting either. I'm just grinding it for extra rewards on top of EQ. And how do you know it's "frustrating the majority"? I guess my question from previous threads on this topic remains. What is it about a piece of content labeled "Legendary Difficulty" that suggests you should be able to steamroll it without giving thought to your team or extending effort to defeat the opponents? We must have a different definition of what the word legendary means. What kind of defenders do you expect to see? 30k Ironman classic and She-hulk with no buffs? Serious question. What should "legendary difficulty" look like in your opinion? I've had this discussion previously, but my feelings remain unchanged. The first point is the Rewards don't match the challenge, but that's a minor point because that suggests increasing it carte blanche based on Rewards. The major point is, and DNA has disagreed with my views on consistency, but there has to be some semblance of it over time. Meaning no extremity in increase. Players are progressing over months, dependent on said Rewards. Now, I'm not opposed to challenge in general. Far from it. However, you cannot deny that it has uncharacteristically been increased. When you vary it too much from what people have been successfully completing at their level, it's no longer a challenge that encourages them to grow. Those things take place subtly over time. It actually has the adverse effect. People say the hell with it. It discourages them from even participating because the effort is not in tandem with the Rewards. Moreover, a Legendary is what a Legendary has been over some months. We know this. We do it every month. An increase such as this is extreme, regardless of the handful of people who enjoy it. You end up roadblocking the experience of the majority of people who have been doing said Legendary month after month successfully. It's more stress than enjoyment for a simple side accompaniment to the EQ. It's altogether unnecessary.
I'm inclined to disagree. SQ really shouldn't go down this road. Which road? The road where the difficulty of SQ changes the experience from an enjoyable side event, to an overly-tuned wall for no apparent reason. There are limits to it for what it is. It's not meant to be End-Game material. The Rewards aren't even in tune with that. There will always be some sort of variance with how difficult it is, no question. Extending Fights to 7 minutes a piece isn't justified by the fact that it's 12 Fights a week. It's overboard, and catering to people who are bored is not a reasonable justification to frustrate the majority of people doing said content. Otherwise, we're just tuning Legendary based on feelings and not consistent, overall progression. Its not end game level difficulty, gonna go ahead and disagree there.That 7 minute fight time was due to a poor match up.The sentence about catering to players who are bored. I legitimately don't know what that means. If you're referring to players who don't find it difficult, we didn't really find it particularly exciting either. I'm just grinding it for extra rewards on top of EQ. And how do you know it's "frustrating the majority"? I guess my question from previous threads on this topic remains. What is it about a piece of content labeled "Legendary Difficulty" that suggests you should be able to steamroll it without giving thought to your team or extending effort to defeat the opponents? We must have a different definition of what the word legendary means. What kind of defenders do you expect to see? 30k Ironman classic and She-hulk with no buffs? Serious question. What should "legendary difficulty" look like in your opinion? I've had this discussion previously, but my feelings remain unchanged. The first point is the Rewards don't match the challenge, but that's a minor point because that suggests increasing it carte blanche based on Rewards. The major point is, and DNA has disagreed with my views on consistency, but there has to be some semblance of it over time. Meaning no extremity in increase. Players are progressing over months, dependent on said Rewards. Now, I'm not opposed to challenge in general. Far from it. However, you cannot deny that it has uncharacteristically been increased. When you vary it too much from what people have been successfully completing at their level, it's no longer a challenge that encourages them to grow. Those things take place subtly over time. It actually has the adverse effect. People say the hell with it. It discourages them from even participating because the effort is not in tandem with the Rewards. Moreover, a Legendary is what a Legendary has been over some months. We know this. We do it every month. An increase such as this is extreme, regardless of the handful of people who enjoy it. You end up roadblocking the experience of the majority of people who have been doing said Legendary month after month successfully. It's more stress than enjoyment for a simple side accompaniment to the EQ. It's altogether unnecessary. There's also a danger in giving rewards for nothing (aside from actually destroying the fundamental concepts of what makes this game interesting). It can result in a lack of growth in experience, game knowledge and skill. Which is arguably more important in this game than roster growth to a degree. Here's the other thing that confuses me. Folks keep referring it as "a simple side quest" "meant to be light and fun". When in fact, the side quest sometimes offers the same or more rewards than the EQ itself. Please explain this to me.We could go around in circles for hours, but we clearly disagree on what's good and what's bad for this game. If someone believes that 6k shards (plus whatever is practically given away with the other objectives) isn't worth the effort required to do 12 relatively (depending on experience level and roster) difficult fights per week then I believe that that player is fundamentally confused about the experience this game is meant to provide. Has Kabam released content erroneously titled "Legendary Difficulty" in the past. Yes, probably. And we can agree on that. But instead of being grateful for catching a break then, you guys reacted by claiming an entitlement for it to always be this way. Sorry, I just can't get behind this mentality. I don't think it's healthy for those players either. They will miss out on the benefit of growth in this game. Growth of skill and experience. Working for the rewards IS what gives them value. If they were just handed to us in the mail, they would quickly mean nothing and just be another virtual item. Yes?Even though we disagree on some things. I don't give these opinions from a place of "get good lol" or "pay your dues". I legitimately do care about the experience that players who've been playing for less time than I. We just disagree on what's good for them, I guess.
That being said.. I've kind of been engaging in some Diablo spam. 😛 I still find it fun. It may wear off at some point though...but he's really really good I find.https://youtu.be/VWoQINJVih4
That being said.. I've kind of been engaging in some Diablo spam. 😛 I still find it fun. It may wear off at some point though...but he's really really good I find.https://youtu.be/VWoQINJVih4 Nice! That's exactly what I've been saying. Korg is the only longish fight. Super Skrull melts, and Terrax is a normal fight.
I literally said the vast majority of people in these discussions. I think we can agree to disagree and move on.
I literally said the vast majority of people in these discussions. I think we can agree to disagree and move on. What's up with you trying to derail every thread that constructively criticizes kabam? Get a life dude
I literally said the vast majority of people in these discussions. I think we can agree to disagree and move on. What's up with you trying to derail every thread that constructively criticizes kabam? Get a life dude Apparently you haven't read my responses. Lol. I'm not for the increased difficulty. I'm actually with this one. In terms of criticizing Kabam, I can disagree with a change and still respect the people who produce the game.
I used Diablo for whole mid path easy and fast Fast? 15 mins fast right?
I used Diablo for whole mid path easy and fast
Which is like the deaf speaking for the blind.