I really wish Kabam would just left the choice nodes off those 6 quests until they could fix the issue. I know the answer is determined by when the fix is ready but do we have any idea at all what to expect? A week? Month? Year?
I understand that everybody has different opinions on Act 6, and that most of us tackled it when it was first available years ago. But those players that hit it right away also had several years to build their skills, masteries, and Rosters. The fact of the matter is that we have tons of new players entering the Contest daily, and many of them are getting stuck in Act 6, and we want to change that.
Act 6 may have been intended to be difficult when it was released, but as you all know, we took a very different turn in how we approach Act content after Act 6, as evidenced by Act 7 and the Act 8.1 Beta. Most of you will agree that Act 6 was more difficult than Act 7, and many of you (myself included) have explored much more of Act 7 than we have of Act 6.
On the topic of Difficult content, this should no longer be part of that equation. There is other content to satisfy that itch, whether that's Abyss, Carina's Challenges, Eternity of Pain, or other unannounced content that we're working on. Nobody (well, maybe a few people) is going back to Act 6 to complete more paths because they want difficult content.
We made these changes for all of those that are stuck on Act 6 right now, and those that will face it in the future. If you are unsatisfied with the direction or supply of other content, that is no reason to take it out on player-friendly changes that will make this game more accessible to more players.
And while the content will be easier now, it doesn't mean it will be easy for those that are getting to Act 6 now, just less seemingly impossible.
If I had to run 100 miles to be nominated as a champion, seeing others running just 10 miles for the same trophy hurts.
You may have added milestone kind of stuff that doing this way, give you this rewards, and the easier way gives lesser rewards.
Well, finding a job was a little easier back then, but it's not the same now. Considering that you guys have employees to feed, so making these changes. These changes will help new and less skilled players, clear those quests and push through Carina challenge and Abyss. It should eventually pour money for Kabam as they buy units and deals to compete with Prestige.
It's all good 😊
Yes, but just don't pretend that you are doing this for players only.
I understand that everybody has different opinions on Act 6, and that most of us tackled it when it was first available years ago. But those players that hit it right away also had several years to build their skills, masteries, and Rosters. The fact of the matter is that we have tons of new players entering the Contest daily, and many of them are getting stuck in Act 6, and we want to change that.
Act 6 may have been intended to be difficult when it was released, but as you all know, we took a very different turn in how we approach Act content after Act 6, as evidenced by Act 7 and the Act 8.1 Beta. Most of you will agree that Act 6 was more difficult than Act 7, and many of you (myself included) have explored much more of Act 7 than we have of Act 6.
On the topic of Difficult content, this should no longer be part of that equation. There is other content to satisfy that itch, whether that's Abyss, Carina's Challenges, Eternity of Pain, or other unannounced content that we're working on. Nobody (well, maybe a few people) is going back to Act 6 to complete more paths because they want difficult content.
We made these changes for all of those that are stuck on Act 6 right now, and those that will face it in the future. If you are unsatisfied with the direction or supply of other content, that is no reason to take it out on player-friendly changes that will make this game more accessible to more players.
And while the content will be easier now, it doesn't mean it will be easy for those that are getting to Act 6 now, just less seemingly impossible.
If I had to run 100 miles to be nominated as a champion, seeing others running just 10 miles for the same trophy hurts.
You may have added milestone kind of stuff that doing this way, give you this rewards, and the easier way gives lesser rewards.
Well, finding a job was a little easier back then, but it's not the same now. Considering that you guys have employees to feed, so making these changes. These changes will help new and less skilled players, clear those quests and push through Carina challenge and Abyss. It should eventually pour money for Kabam as they buy units and deals to compete with Prestige.
It's all good 😊
Yes, but just don't pretend that you are doing this for players only.
You need to acknowledge that an influx of progressing players is necessary for the game’s health. I pulled an old, low level mini out of moth balls for gifting and a free Herc 4-star. I was having astonishing crystal luck so I kept playing. Uncollected. Act 5. Cavalier. Somewhere in there I cleared variants 5, 6, and 7.
What happened next? Nothing. Monthly content didn’t offer meaningful progression. The roster wasn’t deep enough to 100% variants. It took a long time to get a Sinister counter.
Story quest was playing like one of those video games where you had to drop everything to go do sidequests and level up before you tackled the last level. This might be an improvement.
As to your comment about the rewards, they have to be evaluated in the context in which they’re received. There’s a reason no one is exploring variant 1 in 2022. Act 5 exploration awarded 2 t5b and a generic 5-star gem at a time when both were premier resources. Today, many players would rather forego those prizes for 6-star resources. By the same token, clearing 6.2 might offer you less payoff than a monthly sidequest that’s much easier.
Has there been any clarification as to whether the changes went live as intended? I’m not sure how the entire act changed but one fight I looked at was the Agent Venom in 6.1.1. His HP rose about 50% while his attack rose a little less than 20%. Not sure if I made a mistake, but I was under the impression that the values would be decreased across the board instead of increased, unless I misunderstood something.
It’s in the original message. They have a target health pool per lane. Which means in long lanes the health per fight went down, in very short lanes it went up.
It’s in the original message. They have a target health pool per lane. Which means in long lanes the health per fight went down, in very short lanes it went up.
But shouldn't it only affect the lanes & not the boss ??
what is the point of "nerfing" act 6 and making All fights (excluding the Grandmaster Boss of Act 6.4.6) have had their Attack and Health values retuned when the HP pool of champs and bosses are really higher than before?
Here are few screenshots of 6.1.2 (screenshots from 2020 made from Mcoc Noob's channel on YT) 19th of June 2020
@Kabam Miike@Kabam Vydious Need a answer man, why ignoring all rhese messages. Clarify if this is a bug and it will get fix or not. I want to push cav so it will be easy if you guys give a opinion on this.
Kabam, June 2020: “every path fight and boss fight in all of act 6 will have HP and attack tuned down.”
Kabam, September 2020: “we touched a grand total of 4 fights in the first half of act 6, and if y’all hadn’t thrown a fit about it, we never would’ve mentioned that we welched on a promise to improve 6.1 and 6.2”
Kabam, June 2022: “we made notable portions of 6.1 and 6.2 significantly harder just like AQ map 6 lolz.”
What’s staggering to me in all of this is how Kabam consistently expresses a desire to do things to help players progress then their changes actually make things worse for progressing players.
These changes mean I’ll never explore 6.1 or 6.2 and I’m fine with that. If I was trying to get Cavalier and had this happen to me, I’d quit and never look back. My God, there are plenty of players out there who sat on 6.1 for a month to save resources and prepare to clear it in June to become Cavalier before July 4. Absolutely brutal change.
Everything you guys seem to do, seems to be never tested at all. Like ALWAYS. Just throw all this into the production build without reviews the changes ? You seem to care lesser and lesser , this was supposed to be a Nerf.
Everything you guys seem to do, seems to be never tested at all. Like ALWAYS. Just throw all this into the production build without reviews the changes ? You seem to care lesser and lesser , this was supposed to be a Nerf.
Preach. How is there not a function built into this along the lines of…
So I think I kinda understand why health values were increased in some quests (maybe), but why were attack values increased as well? The initial post stated that attack values were to be returned to be more forgiving. Doesn’t that mean attack values should’ve gone down & not up?
This is amazing . Thank you so much . Although I got lucky and found the Champion fight quite easy ( still don’t know how I did it so easily considering my mediocre skills ) I found 6.4 so frustrating I have pretty much given up on actually finishing it . But today ? I went easily through 6.4.1 and 6.4.2 and barley had to use revives two three times and if I had paid more attention I probably could have done it without revives at all . If I push myself I could probably become thronebreaker in a single day while before I didn’t think it was going to happens t all without massive annoyances .
So thanks . I am now really curious about the Grandmaster fight . Now I can see myself actually teaching it
Will also be interesting to see the Thronebreaker rewards for July 4th. Oh foes that thing where if we became a thronebreaker during the event you could get both Cav and thronebreaker awards still working ? That will be nice
I understand you never explicitly said nerf, if I remember from the original post the exact phrase was "retuned", but I still find the greater attack and health values a bit confounding as a pro-player change. This feels less like act 6 was tuned down to be closer to a middle between acts 5 and 7 and more like 6.1 has been brought up to the rest of act 6. A simple 10-20% reduction to all health and attack values across act 6 would have been easier to implement and a better incentive for average players to fully explore act 6. I would argue the difficulty is similar pre and post nerf. The choice nodes and 2-energy per tile are both brilliant changes but when balanced with stronger opponents it feels very similar to old act 6. Furthermore this was a great opportunity to change up some of the nodes on the really tough bosses in act 6. Particularly 6.3, I think the medusa and cap boss are much greater challenges, still than any act 7 fight and they will remain so in spite of attack and health tweaks.
TLDR: The easiest chapter of act 6 has been tuned up and the toughest fights and roster gates in act 6 remain so in spite this being a great opportunity to rejig the nodes in order to make them more average player friendly, much to my consternation.
Would love to hear some of Kabam's thoughts on this, maybe some feedback on what the intention of this change was and the response to some of my criticism.
I tried to word this to be as constructive as possible, please prompt me if you want further clarification, or if you disagree, I think content tuning is a really good topic to have a dialogue about.
hello i did carina 2 missions in marvel champions tournament game. I didn't get the reward after doing the carina 2 quest. carina 2 reward not showing.Carina 2 quests seem to be missing and therefore I cannot complete carina 2 questsCarina 2 quests seem to be missing and therefore I cannot complete carina 2 quests. If you look at the picture I uploaded, you will understand the situation.
hello i did carina 2 missions in marvel champions tournament game. I didn't get the reward after doing the carina 2 quest. carina 2 reward not showing.Carina 2 quests seem to be missing and therefore I cannot complete carina 2 questsCarina 2 quests seem to be missing and therefore I cannot complete carina 2 quests. If you look at the picture I uploaded, you will understand the situation.
the problem is not just with the increased health in post "nerf" vs pre "nerf"... the PI is higher and also the Rank which affect the challenger as well.
Comments
You may have added milestone kind of stuff that doing this way, give you this rewards, and the easier way gives lesser rewards.
Well, finding a job was a little easier back then, but it's not the same now. Considering that you guys have employees to feed, so making these changes. These changes will help new and less skilled players, clear those quests and push through Carina challenge and Abyss. It should eventually pour money for Kabam as they buy units and deals to compete with Prestige.
It's all good 😊
Yes, but just don't pretend that you are doing this for players only.
What happened next? Nothing. Monthly content didn’t offer meaningful progression. The roster wasn’t deep enough to 100% variants. It took a long time to get a Sinister counter.
Story quest was playing like one of those video games where you had to drop everything to go do sidequests and level up before you tackled the last level. This might be an improvement.
As to your comment about the rewards, they have to be evaluated in the context in which they’re received. There’s a reason no one is exploring variant 1 in 2022. Act 5 exploration awarded 2 t5b and a generic 5-star gem at a time when both were premier resources. Today, many players would rather forego those prizes for 6-star resources. By the same token, clearing 6.2 might offer you less payoff than a monthly sidequest that’s much easier.
Pre nerf
Post nerf
Why is the health pool bigger?
Here are few screenshots of 6.1.2 (screenshots from 2020 made from Mcoc Noob's channel on YT)
19th of June 2020
09th of June 2022
20th of June 2020
09th of June 2022
20th of June 2020
09th of June 2022
Need a answer man, why ignoring all rhese messages. Clarify if this is a bug and it will get fix or not. I want to push cav so it will be easy if you guys give a opinion on this.
Kabam, September 2020: “we touched a grand total of 4 fights in the first half of act 6, and if y’all hadn’t thrown a fit about it, we never would’ve mentioned that we welched on a promise to improve 6.1 and 6.2”
Kabam, June 2022: “we made notable portions of 6.1 and 6.2 significantly harder just like AQ map 6 lolz.”
What’s staggering to me in all of this is how Kabam consistently expresses a desire to do things to help players progress then their changes actually make things worse for progressing players.
These changes mean I’ll never explore 6.1 or 6.2 and I’m fine with that. If I was trying to get Cavalier and had this happen to me, I’d quit and never look back. My God, there are plenty of players out there who sat on 6.1 for a month to save resources and prepare to clear it in June to become Cavalier before July 4. Absolutely brutal change.
If OldHP < NewHP then use old HP.
So thanks . I am now really curious about the Grandmaster fight . Now I can see myself actually teaching it
Will also be interesting to see the Thronebreaker rewards for July 4th. Oh foes that thing where if we became a thronebreaker during the event you could get both Cav and thronebreaker awards still working ? That will be nice
TLDR: The easiest chapter of act 6 has been tuned up and the toughest fights and roster gates in act 6 remain so in spite this being a great opportunity to rejig the nodes in order to make them more average player friendly, much to my consternation.
Would love to hear some of Kabam's thoughts on this, maybe some feedback on what the intention of this change was and the response to some of my criticism.
I tried to word this to be as constructive as possible, please prompt me if you want further clarification, or if you disagree, I think content tuning is a really good topic to have a dialogue about.
Say. Carina 2. Again.