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.
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.
Really has nothing to do with who you use. I have have Duped R2 Sym Supreme. Still too overturned for a Legendary SQ.
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.
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?
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 all for calling out lack luster rewards. For sure. As for these, I'd say they aren't awful and they aren't great. Somewhere in the average for side quests prior to the last couple months probably.
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.
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.
I'm sorry, what? What entitlement? Your statement contains a great deal of generalization and arrogance for someone who is genuinely concerned for the experience of the game. At what point do people expect to be handed things for nothing? You don't have to say the words Git Gud to belittle the opinions of people. You can do it more eloquently. We're not talking about being handed anything. Nor is it "getting a break" when we're talking months and months of a consistent range of difficulty to compare it to. People want reasonable Rewards for reasonable effort. The increase this is, is NOT reasonable. Comparatively, it's enough for the vast majority to comment on and point out on here, in these discussions. As always, there are some that scoff because they have no issue at all. Which is like the deaf speaking for the blind.
"Vast majority" of whom? The folks who aren't offended by this side quest simply aren't creating posts about it. They're just completing it and moving on. And therefore aren't represented here in this discussion. I just don't understand where you are getting your data from that the vast majority of players in the game agree with what you are saying.
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.
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.
Yeah, Korg isn't the quickest fight, but the yellow bar finish is a pretty clear display of how sustainable Diablo is. And sub 100 hits ain't bad either. I don't have MD atm and didn't necessarily play the most efficiently. But Terrax.. was around 40 hits also with yellow bar. Diablo is absolutely my go-to Terrax attacker. Used Diablo a ton in 7.3.
Diablo can yellow bar Skrull too, but I think AA is a little faster (with no MD in play). Either works absolutely fine.
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 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.
Correct, he is in support of the call for lowered difficulty. I on the other hand, think it's ok this month given the scope/number of fights required per day is approximately 1.7.
Are these 1.7 fights per day more difficult than other months, yep. No argument there. I just don't see it as some kind of outrageous occurrence is all. And I welcome the reduced number of fights. DNA gave some good points concerning the fact that there's no way to please everyone. Some will prefer many fights at lower difficulty and some will prefer less fights at higher difficulty.
😂 I did this quest on release and yes ‘Anal’ is a pain to fight with bane, but saw no issue with event overall until I came here..
People trying to fight Skrull with doom and wondering why having issues 🤦♂️ and Korg is 3 year old champ and people Still can’t evade his specials and work out how to fight him - tip - doom or SW Sigil as starters take no damage from his thorns. Wait till u see the abyss Korg if you think this one is a pain.
Kabam makes 4 levels if difficulty in this quest for a reason… the top one being hardest. The clue has always been is in the title. Struggling then do lower difficulty.
Also, and this goes for all content.. people seem to moan endlessly if they can’t do stuff itemless. It’s is ok to use items when slip and mess up etc.. you don’t get any less rewards for doing so
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.
Define enjoyable?... Cause it seems u want easy rewards, the longer fights are actually enjoyable cause u have to figute them out.
I'm inclined to disagree. SQ really shouldn't go down this road.
Which road?
In hindsight I wish I had added more text to this comment rather than leave it implied. Would have been funnier.🙂 *Fixes a beverage, settles into comfortable chair and secures reading glasses*
Comments
That said the rewards could/should be better.
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?
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.
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.
We're not talking about being handed anything. Nor is it "getting a break" when we're talking months and months of a consistent range of difficulty to compare it to. People want reasonable Rewards for reasonable effort. The increase this is, is NOT reasonable. Comparatively, it's enough for the vast majority to comment on and point out on here, in these discussions. As always, there are some that scoff because they have no issue at all. Which is like the deaf speaking for the blind.
Diablo can yellow bar Skrull too, but I think AA is a little faster (with no MD in play). Either works absolutely fine.
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.
Are these 1.7 fights per day more difficult than other months, yep. No argument there. I just don't see it as some kind of outrageous occurrence is all. And I welcome the reduced number of fights. DNA gave some good points concerning the fact that there's no way to please everyone. Some will prefer many fights at lower difficulty and some will prefer less fights at higher difficulty.
https://youtu.be/i7xHrHwAcTY
People trying to fight Skrull with doom and wondering why having issues 🤦♂️ and Korg is 3 year old champ and people Still can’t evade his specials and work out how to fight him - tip - doom or SW Sigil as starters take no damage from his thorns. Wait till u see the abyss Korg if you think this one is a pain.
Kabam makes 4 levels if difficulty in this quest for a reason… the top one being hardest. The clue has always been is in the title. Struggling then do lower difficulty.
Also, and this goes for all content.. people seem to moan endlessly if they can’t do stuff itemless. It’s is ok to use items when slip and mess up etc.. you don’t get any less rewards for doing so
Cause it seems u want easy rewards, the longer fights are actually enjoyable cause u have to figute them out.
*Fixes a beverage, settles into comfortable chair and secures reading glasses*