Question about AQ map updates....

Jeremy3186Jeremy3186 Member Posts: 308 ★★★
edited April 2022 in General Discussion
I am seeing a reduction in fights in map 5-6 with the new update.. will this also result in fewer overall points for the AQ week? If so.. does this not give a DRASTIC advantage to allies currently running maps 7-8 even if an ally runs 1 of those maps and 6 or below for the other 2? If nothing else.. will this not cost allies point tiers (IE less crystals and glory)? Did they update the point payout to compensate for this? I don't see anything about the issue in the announcement post below:

https://forums.playcontestofchampions.com/en/discussion/300111/alliance-quest-season-9-5-update#latest

For context the number of "encounters" (fights per map) have changed as follows:

Map 6 Encounters: 118 encounters reduced to 108 (9 fewer Encounters)
Map 5 Encounters: 112 encounters reduced to 97 (15 fewer Encounters)

Comments

  • Wiredawg1Wiredawg1 Member Posts: 504 ★★★★
    @Kabam Miike that resolves 1 issue. There is another issue. As some of the new nodes with certain mods have a negative impact like parry curse with some nodes. Are mods going to get changed as epic hasn’t in a while and for those who run all epic on map 6 and now having to drop mods also lose points as well
  • Crine60Crine60 Member Posts: 1,452 ★★★★
    Crine60 said:

    Hey there! We've adjusted the points for Maps 5 and 6 to make up for the fewer fights. So no need to worry!

    Since you were responding to the question here can you address the team's reasoning behind these following points?

    I don't understand the logic of claiming you are getting rid of hiding the enemies' identities which would make it easier so you have to compensate by adding more and harder nodes. After the 1st cycle or 2 of any new aq map changes we can find the new enemy identity posted so no one who bothered looking was going into aq hidden fights not knowing who they were fighting. You didn't make things easier in that regard.

    Also, swapping out the older enemies for the newer champs greatly increases the difficulty because the newer champs have much more complicated abilities to deal with.

    You said you want people to push for higher maps so you reduced the 1st and 2nd section number of paths in map 5 to make things easier but you added more noded enemies, more difficult nodes and more difficult enemies. These difficulty increases are also coming as we are getting closer to you stopping the compensation which will make it harder for people who needed those potions as well.

    If you are going to add higher maps as the game progresses I don't see why you need to increase the difficulty of existing lower maps. If you want to freshen things up so these modes aren't as boring you should do so with your intent being to maintain and not increase the overall difficulty. I understand that can be subjective but it seems objectively obvious to me that these listed changes actually increase difficulty.
    @Kabam Miike @Kabam Zibiit Can one of you respond to the above? Now that the new AQ has started my feelings on these points have not changed and I haven't seen anyone from Kabam address anything like the above points anywhere else since your announcement. Map 5 definitely seems much harder now and your reasoning doesn't make any logical sense. You made things harder, though claim you basically just balanced out the difficulty, and claim you want more people to push to these maps and beyond and these things don't go together well if at all. I would really appreciate some official comments on these various difficulty increases.
  • Little_Crocodili29Little_Crocodili29 Member Posts: 358 ★★★
    Map 6 has been a big fail with my team.
    If only it wasn't for the class path identities.

    It has brought a lot more trouble to organize and restricted hugely, not only people's choice of champions, but also who can back up what lane.

    I got a guy with full energy twisting his thumbs right now coz there are 4 paths he can't take, the two paths he has counters for have been cleared.

    It's a very dumb design. We don't need this on top of the nodes and the rotating weekly champions.

    It's good that the number of paths has been reduced but as of now we have less people who want to do map 6, not more.

    Big fail honestly.
  • Carmel1Carmel1 Member Posts: 637 ★★★

    Map 6 has been a big fail with my team.
    If only it wasn't for the class path identities.

    It has brought a lot more trouble to organize and restricted hugely, not only people's choice of champions, but also who can back up what lane.

    I got a guy with full energy twisting his thumbs right now coz there are 4 paths he can't take, the two paths he has counters for have been cleared.

    It's a very dumb design. We don't need this on top of the nodes and the rotating weekly champions.

    It's good that the number of paths has been reduced but as of now we have less people who want to do map 6, not more.

    Big fail honestly.

    Totally agree, even with the “right” class the fights are too long and this is day1.
    Some paths are just poor design when you combine it with the modifier, like tech/skill class on poison + power snack and parry curse.
    Can’t bait / can’t parry / must use tech/skill with poison immune vs some defenders that limit your rooster even more.

    Why they had to make it harder?! If I wanted harder I would’ve switch to map7 (that is easier than the new map6 imo)

  • Burrito2525Burrito2525 Member Posts: 531 ★★★
    My ally is in zone 3 of mapm6 already. Bring the right class or don’t. Not a hard map. Easier than it was last week. We all just picked paths and stuck to them.
  • ChiliDogChiliDog Member Posts: 920 ★★★
    edited April 2022
    I didn't expect class based in AQ. I do agree with the above post though. There were no such things as truly hidden nodes anymore .... and laughed when I read the announcement about needing to up the fight difficulty for this reason.....sure they did, we are not that stupid.
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