**UPDATES TO ENLISTMENT GIFTING EVENT:**
To prevent exploitation, we will prevent new Accounts from being able to Gift enlistment crystals. We will also be taking action on those who are using 3rd Party Sellers, Bots and other farms to gift themselves mass amounts of Enlistment Crystals. Lastly, we will be adding an expiration timer to Enlistment Crystals. All unopened Enlistment Crystals will expire on Oct 18 @ 17:00 UTC. For more information, please see this post: https://forums.playcontestofchampions.com/en/discussion/346104/updates-to-enlistment-gifting-event
To prevent exploitation, we will prevent new Accounts from being able to Gift enlistment crystals. We will also be taking action on those who are using 3rd Party Sellers, Bots and other farms to gift themselves mass amounts of Enlistment Crystals. Lastly, we will be adding an expiration timer to Enlistment Crystals. All unopened Enlistment Crystals will expire on Oct 18 @ 17:00 UTC. For more information, please see this post: https://forums.playcontestofchampions.com/en/discussion/346104/updates-to-enlistment-gifting-event
The difficulty increase is ridiculous
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We've already established that it's been overshot, so let's look past that. We have 2 separate arguments here. The fact that people can't breeze through on Auto, and the concern for newcomers.
I think it's a valid concern that it needs to be at a level thar newer Players are going to cope with. So the bar needs to be reasonable. However, I also see the usefulness in making it somewhat more challenging in ways I've outlined. I think it's useful to have something for them to grow from, seeing as how Rosters are growing faster. What that looks like is up for debate, but on principle, the idea that it changes isn't something that should be stonewalled. The game has to evolve eventually.
The second issue is of less consequence in my opinion. Letting people breeze through it on Auto isn't as much of a design priority as having the content accommodate the target Player audience.
Between the bugs, Imput problems and highly more difficult EQs there isn't much left in this game that actually is fun.
I do get that there should be challenges in the game that help the players to grow and I understand that there are Endgame players that NEED something challeging to have fun engaging with the game.
In my opinion it would be good to have the options for higher level content like TB Difficulty for those people BUT it is important as well to have easier content for others who are either beginners or not that skilled in the game. They need content to that is fun to play.
Elimitating all "easy" content is a good way to kill the interest in a game, because once it has become only "work" and hard content it's starting to taking up to much time without enjoyment.
I won't mind grinding starting Proven if i can get that much units.
Hopefully it gets adjusted. It’s a game, and for me it should be fun and relaxing. I usually explore the top difficulties, and i don’t mind having to read nodes. But the fights shouldn’t take forever to finish.
5 6* R3 knocked out on uncollected, yeah "slightly " tuned lol 😂 Ok, I'm not a guy that analysing nodes for half an hour before hit f..ing uncollected difficulty. I'm done this month with EQ.
If you can, then run, for example, 3.2 gate C, longshot path on both cav and TB. Using the exact same team, you'll notice something odd.
It takes very similar amounts of hits and time on both TB and cav difficulty.
I'm not sure that that should have been the intention? The paths, using say BWCV are faster and safer on TB than they are on cav.
Something has definitely gone awry.
I trust Kabam is looking into it and this thread will reinforce our arguments why difficulty should be reverted to what was it before for non TB levels.
I try to remain constructive so first of all, I was excited about the new difficulty cause I thought that great, finally next to the cav exploration bonus I will get some more resources so I can get my r4s sooner. And this is where the whole thing starts.
The relative value of the TB rewards, if you look them all by themselves, might be okayish, but for like act 7 type of challange you might expect a bit more. BUT as you start to look the wider picture the relative value goes down and down again.
First of all, there is another whole 6 quests you have to explore - 6-7 times on last 2 - which is just a lot of extra time compared to the prev months. And if I look what I get for it, it not necessary a good bargain. And then you look into the stuff more. The lower diff level became harder, which makes the previously easy few units of for grab harder and more time consuming, which again doesn't really make up for the investment.
So if you decide not to do it, you will have less units, the harder content will require you to use units anyway so you are already in a deficit..
Then lets mention that prev months all the boxes on the path gave you 3k iso bricks, now those became 1.3k bricks. That's again a very nice slap in the face...
So if you add all those up, even though you can say there is a new diff w extra rewards that you can grab, it's feels like that plenty was taken away - or you need more effort / time to get them - which was relatively easy to get. This and also some node and defender combination you have to face is definitely not something we can call fun. It's pretty visible that those were designed to force you to tap into your resource stash. Not cool not fun.
On the suggestion side, what in my opinion would help:
- 5-10% increase on all the TB rewards, and also bring back seperately the Cav exploration bonus.
- Add unit rewards - 5-10-15-20 - to exploration and completion for UC, Cav adn TB as well.
- The shift that you made in the difficulty - Seatin's tweet - should be reverted or at least meet in the middle what it was before and what it is now . (Not even mention the fact that if you update the diff to relevant today, update the rewards as well to be relevant as well.
I really hope this wont stay as is, because the game will lose a lot of players, it will lose a lot of fun factor.
Maybes we expect too much
By jacking up champs via nodes instead of just using higher rated champs, they also reduce the points we get for hero use. Lol.
But now what? Is the game team planning changing the difficulty back? Is a decision still being made, if so how long does it take to make one. This is affecting large numbers of players, not least Seatin. What’s the timeline for a decision being made to either make a change or let the community The grow from the current difficulty they are doing and step up into the next difficulty that has higher rewards.
Otherwise it’s like being in a job that decided to incentivise you to go for a promotion by making your current job so difficult that you cannot do it, not pay you any more, and because you can no longer complete your current job, your not learning the competencies needed to actually get a promotion. So you give up.
Not every player at cav level and lower has a roster of beyond God tier champions. They don’t all have 5/65 or 6* Sig 200 Hercules that can run through the content. If they can’t complete this type of content they wont be able to progress their accounts.
The journey to more difficult content is to complete the difficulty you can currently do, build your roster and move up to more difficult content when you can. My opinion is making the current content that has been achievable to difficult to complete, stops account progression, creates frustration, does not improve skills and leads to learned helplessness in that player base. They’ll likely give up on the content.
When act 5 first came out it was too difficult for me. I played MEQ, built my roster until I could complete it. Then more MEQ until could 100% explore. Same with act 6, when it first came out it was too difficult for me. I played MEQ, built my roster until I could complete it. Then more MEQ until I could 100% it.
If MEQ difficulty was changed to be too difficult to complete, or so much more difficult the time taken was obscenely longer, I’d genuinely have given up on the game. What you are suggestion and what Kabam has done (pending any hopeful change) will cause a cohort of progressing players to stop, because the content they can complete doesn’t provide the type of account progress that helps them complete more difficult content.
Anyways, hopefully by Monday, Kabam is able to sort this out. and if they don't want to fix it then at least we should get a huge increase in rewards for Thronebreaker difficulty. cause the current rewards are just plain laughable to say the least
There's no poor me threads here, Kabam Jax already said the difficulties were indeed overtuned, why are you big brains still trying to argue against that? Lol.
Are you even reading what you're typing? You're talking as if every UC player had a developed roster with a ton of counters like you. Your entire argument of UsE BeTtEr AtTacK cHaMpS is a very selfish argument, get well soon.
The feedback here, and elsewhere, should hopefully be enough to convince those in charge of decisions on the Game team to restore the difficulty back down or at very least reduce it to a more manageable level, especially for those who do not yet have the widest of rosters.
EQ and SQ are one of the aspects of MCOC that I enjoy the most. This month, less so because of the difficulty spike. Fingers crossed something can be done.
It doesn't matter to me if it can be done with 4 stars. I spent years building a roster of champions, so content would be easier. That used to be the reward for playing all that content with 3 and 4 stars. My roster might not be that impressive to most but I gave my time to build it. I worked my way up, so those rewards that used to be hard to get. Would be easier to get. Being able to use auto fight was a reward for putting in hours and hours to build a roster I could use to clear lower content when I didn't have the time. I could clear a lot of content with just 4 stars, I beat ROL with 3 stars. Some of us have to work and can't dedicate to time that is required to spend 20 to 30 minutes per path.