I really think Kabam need to go back and look at its core goals and objectives for the game. They’ve nerfed the opening act content to make the game easily accessible and not road block players. But now they are adding a road block to monthly side quests. The slight change made doesn’t really do a whole. These additional quests each month should be easier than permanent content. The rewards as such should be lower than the permanent story content rewards. In RPG games you do side quests to level up your champions so they can tackle permanent content. If you can’t do the permanent content, do more side quests, level up and then tackle the harder permanent stuff.
We often see posts “act 6 is too hard” or I can’t do this Variant what’s your advice. The prevailing advice is, be patient and do the monthly content and side quests. Build up your roster.
What advice do we give now. Do an easier monthly event quest with rewards that don’t do anything to progress accounts. So what’s the answer here? Unless you’re very highly skilled give up because this game isn’t for you? That doesn’t seem right. Or should the answer be look in the top right hand corner, go to the unit store and buy an Odin to use on revives.
I really think Kabam need to go back and look at its core goals and objectives for the game. They’ve nerfed the opening act content to make the game easily accessible and not road block players. But now they are adding a road block to monthly side quests. The slight change made doesn’t really do a whole. These additional quests each month should be easier than permanent content. The rewards as such should be lower than the permanent story content rewards. In RPG games you do side quests to level up your champions so they can tackle permanent content. If you can’t do the permanent content, do more side quests, level up and then tackle the harder permanent stuff.
We often see posts “act 6 is too hard” or I can’t do this Variant what’s your advice. The prevailing advice is, be patient and do the monthly content and side quests. Build up your roster.
What advice do we give now. Do an easier monthly event quest with rewards that don’t do anything to progress accounts. So what’s the answer here? Unless you’re very highly skilled give up because this game isn’t for you? That doesn’t seem right. Or should the answer be look in the top right hand corner, go to the unit store and buy an Odin to use on revives.
This needs to be reposted as a main thread @Wozzle007 , great point that Kabam needs to consider
OK. I went into Uncollected EQ, Chapter 1. Here’s the team I took:
Keep in mind, this is the Science Ascendancy quest — I am not getting the Attack boost. This is just me, just playing.
Rhino lane, 5/50 Professor X, so I can get the Mutant/X-Men Special Attack boost:
I lost Iceman to the Tigra, because of a dropped input. Just the truth. But it actually worked out OK because I could vulture another Persistent Charge for Professor X.
Next up: Drax. Took him solo with Professor X, picking up another Persistent Charge, but I forgot the photo.
Next up: Doctor Octopus, with, as you can see, a 3/30 Magneto:
Seriously: What are we even talking about, here?
Yes, it is more challenging. It is. About 80K-110K health pools.
But you can literally clear it with 4-stars! I didn’t even have the Science Ascendancy attack boost going — I shudder to think what a Scorpion or IHulk or IBom would do with a 30 PERCENT ATTACK BOOST.
Come on, people — I am not even a very good player. I have some skill and experience, but there are absolutely a ton of players who are better than me.
What are we even talking about, here?
bruh we dont care about the difficulty increase, is what IKON is saying You cannt autofight it. Waste of time to tap tap tap on lower difficulties.
How is that a priority? People at the Paragon (even TB) level aren't depending on those lower Difficulties for the Rewards to progress. There's easier ways to earn a few Units.
so basically what I predicted a few days ago is what Kabam is doing. Lower the difficulty but still have it higher than last month hoping people are happy with it not being as high as they had it last week....and no bump up in rewards.
If we don't get a bump up in rewards next month to match the extra time the higher difficulty will take I am done with this game. This game should be fun not a chore. Guess I should be happy it will save me 500+ on July 4th, another 500+ in November and another 500+ in December.
Happy to report that changes to EQ and SQ difficulty tuning have been made in-game. As previously mentioned, you will still notice an increase to the difficulty but it should be much more approachable now.
The difficulty is the same for uncollected. what a joke and rewards the same... so what's the change here?
The difficulty isn't the same for Uncollected. It's been taken down a peg.
I don't know if you are a spoke person for them but you know its still very difficult for the new player and average one and with the same rewards (if the rewards were better then it can be a motivation) its not even worth doing it but if Kabam wanted players to have more challenge they were always welcome to start cavalier, how it always was but at their pace not forcing it like this, it will make players leave the game, its very frustrating when you cant beat something... so with the changes made yesterday this still does not make any sense and they should keep working on finding a better solution to all of this.
If you don't like the eq don't do it. The increase in lower difficulty is long overdue. New accounts are getting rank 3 5*s before entering act 5. Just because he doesn't agree with you on the difficulty doesn't mean he works for kabam. If lower level players feel it's too hard go do other content there are lots of options available.
But why though? If your answer is that they are getting higher ranked champs faster, then they can attempt higher difficulties. Why the buff to the lower difficulties? And if your answer to people who are providing feedback on difficulty is to not do content, then what is even the point of having this content? And I am not entirely sure if kabam wants people to stop doing content since that was one of the reason for them nerfing act 6 and simplifying future story acts. Not enough people were playing act 6.
I also disagree, i think they are all harder with the same rewards, which imo is not acceptable. Whether or not you can auto fight a difficulty is irrelevant, i think they are just using that as a point of reference i.e they could do it before and not now! When you consider there are new and progressing players doing these quests i personally think they have upped the difficulty too much and given nothing back in terms of resources for progression. Ipso facto if you make something more difficult then you should get better rewards!
Happy to report that changes to EQ and SQ difficulty tuning have been made in-game. As previously mentioned, you will still notice an increase to the difficulty but it should be much more approachable now.
The difficulty is the same for uncollected. what a joke and rewards the same... so what's the change here?
The difficulty isn't the same for Uncollected. It's been taken down a peg.
I don't know if you are a spoke person for them but you know its still very difficult for the new player and average one and with the same rewards (if the rewards were better then it can be a motivation) its not even worth doing it but if Kabam wanted players to have more challenge they were always welcome to start cavalier, how it always was but at their pace not forcing it like this, it will make players leave the game, its very frustrating when you cant beat something... so with the changes made yesterday this still does not make any sense and they should keep working on finding a better solution to all of this.
If you don't like the eq don't do it. The increase in lower difficulty is long overdue. New accounts are getting rank 3 5*s before entering act 5. Just because he doesn't agree with you on the difficulty doesn't mean he works for kabam. If lower level players feel it's too hard go do other content there are lots of options available.
WTH are you talking about? Unless I am missing a difference in forum names you keep posting about how people should just shut up and not do EQ if we can't handle or don't like the unnecessary difficulty increase but then have made multiple posts complaining about wanting Act 6 Story Quest made easier for you. EQ existing difficulties shouldn't have been made harder, especially without an equal buff to rewards (which have actually been nerfed since they keep screwing up the path and chest rewards), because it is what people use to progress their accounts when they get stuck in Story.
Story is permanent content that people may need to build their accounts further to accomplish, temporary monthly content should just have higher difficulties added to match the higher progression tiers like how Story Quests get harder the higher you go, not making existing lower difficulties harder. Story Quest hasn't been made harder overall (although I do recall discussion about some path fights being made harder that Kabam attempted to justify with the overall Act 6 difficulty decrease) so why make EQ harder? If you reached a certain progression level you should continually be able to run the monthly content designed for that level without it being made harder.
This whole thing makes no sense and as usual Kabam refuses to explain things. If we do get any explanation later on it will likely just be some PR drafted statement that barely even addresses the actual issue and then a shut down of any further player comments because they somehow missed that this was not the right or fair thing to do but almost never go backwards on bad decisions because of the precedent it would set. I think the more conspiracy sounding posts saying they planned the larger initial difficulty increase just to be able to back it down very slightly to appease the majority who for some reason are then willing to accept it might be right.
I found the Uncollected difficulty way too hard as well. I got to Absorbing Man and had him down to 40% health and then he regenerated back to 79. After 6 or 7 revives, I quit the level and went back to Conquerer. Last month, Uncollected was challenging, but doable (and I could 100% it). This month, it’s just frustrating (not fun) and therefore not worth my time.
yes uncollected difficulty suddenly become very hard if this is permanent thing then i should quit the game
The value of autofight is really in the debate about energy / lack there of.
Most of us go to school/work many hours of the day. We can use the energy to autofight certain content... and then focus with our energy at more appropraite times.
This is supposed to be a game, not something where I need to schedule my whole day around energy usage.
How is that a priority? People at the Paragon (even TB) level aren't depending on those lower Difficulties for the Rewards to progress. There's easier ways to earn a few Units.
I'm aware. I do it myself when I have a few spare moments. It's not that lucrative. It takes a great deal of Energy to get all 150, and you still have to pay attention to select Paths. There are easier ways to earn Units.
I'm aware. I do it myself when I have a few spare moments. It's not that lucrative. It takes a great deal of Energy to get all 150, and you still have to pay attention to select Paths. There are easier ways to earn Units.
My guess would be time/effort versus engagement. I’ll use the 4 star as an example for arena. You can get 26 units after 2 or 3 rounds. But then it goes up. It probably takes 7 rounds to get the next level. And people find arena Grindy. The lower level MEQ kind of checks QOL boxes while also not being grindy.
FYI to those asking: Contender has been nerfed to a global node of +400% attack and health. It was previously separate nodes of attack and health being upped. Not sure what, but I think attack was +500%. Proven has been changed to +400% attack and +600% health, down from 500 and 800 respectively.
This is going to do literally nothing to let players do the EQ before unlocking the next difficulty
The overall intention when adjusting difficulties: "We wanted players' opponents to more closely match the power we (incorrectly) assumed those players had at their disposal. To get an idea of that power, we pulled data on what Rank/Rarity of Champion players were using in Monthly Content based on their PRG vs. The Difficulty they were playing in (Uncollected playing in Cavalier Difficulty vs. Uncollected player in Uncollected Difficulty). There was always the risk this data was overinflated by players sitting in a PRG longer than they were supposed to (especially in Uncollected and Cavalier) but we hadn't estimated how much they were hurting the high volume of players who were fresher to that difficulty."
This discovery is what lead to the follow up adjustment yesterday. The result was, "threat levels 1-3 had their health tuned down for the [side] Quest, and all difficulties of EQ had their health tuned down, with some attack modifications on Contender, Proven and Conqueror EQ."
Looking at EQ specifically: "The champs in the early quests of some difficulties may have higher attack than they used to. The champs in the later quests though actually have less attack than they used to when looking at the old (December) tuning. We bumped up the baseline a bit but flattened stuff out as the EQ progresses."
To massively over-simplify... if we were to give each quest a difficulty value between 1-5, previous iterations would have been 1-2-3-4-5, now we're looking closer to 2-2-3-4-4.
The overall intention when adjusting difficulties: "We wanted players' opponents to more closely match the power we (incorrectly) assumed those players had at their disposal. To get an idea of that power, we pulled data on what Rank/Rarity of Champion players were using in Monthly Content based on their PRG vs. The Difficulty they were playing in (Uncollected playing in Cavalier Difficulty vs. Uncollected player in Uncollected Difficulty). There was always the risk this data was overinflated by players sitting in a PRG longer than they were supposed to (especially in Uncollected and Cavalier) but we hadn't estimated how much they were hurting the high volume of players who were fresher to that difficulty."
This discovery is what lead to the follow up adjustment yesterday. The result was, "threat levels 1-3 had their health tuned down for the [side] Quest, and all difficulties of EQ had their health tuned down, with some attack modifications on Contender, Proven and Conqueror EQ."
Looking at EQ specifically: "The champs in the early quests of some difficulties may have higher attack than they used to. The champs in the later quests though actually have less attack than they used to when looking at the old (December) tuning. We bumped up the baseline a bit but flattened stuff out as the EQ progresses."
To massively over-simplify... if we were to give each quest a difficulty value between 1-5, previous iterations would have been 1-2-3-4-5, now we're looking closer to 2-2-3-4-4.
Its still garbage either way you look at it. Want to know why people were using higher ranked champs in one difficulty for too long? Because you guys take entirely too long to even make new difficulties compared to how fast we rank attain new ranks of our champs.
The overall intention when adjusting difficulties: "We wanted players' opponents to more closely match the power we (incorrectly) assumed those players had at their disposal. To get an idea of that power, we pulled data on what Rank/Rarity of Champion players were using in Monthly Content based on their PRG vs. The Difficulty they were playing in (Uncollected playing in Cavalier Difficulty vs. Uncollected player in Uncollected Difficulty). There was always the risk this data was overinflated by players sitting in a PRG longer than they were supposed to (especially in Uncollected and Cavalier) but we hadn't estimated how much they were hurting the high volume of players who were fresher to that difficulty."
This discovery is what lead to the follow up adjustment yesterday. The result was, "threat levels 1-3 had their health tuned down for the [side] Quest, and all difficulties of EQ had their health tuned down, with some attack modifications on Contender, Proven and Conqueror EQ."
Looking at EQ specifically: "The champs in the early quests of some difficulties may have higher attack than they used to. The champs in the later quests though actually have less attack than they used to when looking at the old (December) tuning. We bumped up the baseline a bit but flattened stuff out as the EQ progresses."
To massively over-simplify... if we were to give each quest a difficulty value between 1-5, previous iterations would have been 1-2-3-4-5, now we're looking closer to 2-2-3-4-4.
The overall intention when adjusting difficulties: "We wanted players' opponents to more closely match the power we (incorrectly) assumed those players had at their disposal. To get an idea of that power, we pulled data on what Rank/Rarity of Champion players were using in Monthly Content based on their PRG vs. The Difficulty they were playing in (Uncollected playing in Cavalier Difficulty vs. Uncollected player in Uncollected Difficulty). There was always the risk this data was overinflated by players sitting in a PRG longer than they were supposed to (especially in Uncollected and Cavalier) but we hadn't estimated how much they were hurting the high volume of players who were fresher to that difficulty."
This discovery is what lead to the follow up adjustment yesterday. The result was, "threat levels 1-3 had their health tuned down for the [side] Quest, and all difficulties of EQ had their health tuned down, with some attack modifications on Contender, Proven and Conqueror EQ."
Looking at EQ specifically: "The champs in the early quests of some difficulties may have higher attack than they used to. The champs in the later quests though actually have less attack than they used to when looking at the old (December) tuning. We bumped up the baseline a bit but flattened stuff out as the EQ progresses."
To massively over-simplify... if we were to give each quest a difficulty value between 1-5, previous iterations would have been 1-2-3-4-5, now we're looking closer to 2-2-3-4-4.
Basically, doing proven feels like attempting to do master mode last month.
@Kabam Jax I'm proven, could beat chapter 4 with my current roster, just more focused on other things right now. Absorbing man on proven was, after a good 3 minute fight, regenerating all but maybe 5% of the damage I had done. As proven, I do not have the roster to have a specific counter for that, and as a regular human being I'm not spending an hour slowly chipping away at his health only to make a single mistake and lose 20 minutes of progress on his health bar. Plus (pre recent nerf) he was one shotting even my most tanky champs with any of his special attacks, which were unlockable 99% of the time, and now I don't have the resources to even try it again post nerf.
Just want to say going into TB EQ, difficulty increase is one thing, but when it's compounded by input issues, it makes it frustrating. Kabam, you want make it difficult fine, but fix the input issues. Juggling both difficulty increase and input issues isn't a great combo.
The Auto Play feature has never been intended to be a substitute for playing the game. There's a reason the AI is skilled in a mediocre way. Originally it was added for small, tedious tasks like Dailies, before Auto Complete was even an option.
The Auto Play feature is literally a substitute for playing the game.
There is always a threshold at which a roster may not have sufficient strength to clear content on Auto Play. But there really isn’t any way to argue that Auto Play is anything other than a substitute for actually playing.
Dr. Zola
Apparently you seem to be reading that too literally. It's never been intended as a substitute for skill development and growth.
That isn’t what I said. You injected the “skill development and growth” item, presumably upon reflection and realization that Auto Play is, quite literally, a substitute for playing the game.
Dr. Zola
(not sure how my post disappeared but apologies if it's a double post)
"...Visibly despondent, Brandolini slips back into the shadows having failed to add another victim to his growing flock..."
Years into the game, we're now learning how to play the game and what a certain function's intended purpose is from an entity who submits his own opinion as the appeal to authority. They injected a motte and bailey fallacy into the discussion and when challenged they doubled down and repeatedly reinforced their position with a firehose of falsehoods and gish gallop. The ensuing mindless bickering is there for all to witness.
I'm loathe to follow the crowd on most occasions however, in this case the consensum gentium is both indisputable and irrefutable. As for the dissenting voices, Occam and his freshly sharpened implement patiently await their pound of flesh..
Happy to report that changes to EQ and SQ difficulty tuning have been made in-game. As previously mentioned, you will still notice an increase to the difficulty but it should be much more approachable now.
This is welcome news!
Has there been any discussion with the team concerning the reduced amount of iso we're receiving per completed path? Garnering iso and units is my primary motivation for playing the lower level EQs..
The overall intention when adjusting difficulties: "We wanted players' opponents to more closely match the power we (incorrectly) assumed those players had at their disposal. To get an idea of that power, we pulled data on what Rank/Rarity of Champion players were using in Monthly Content based on their PRG vs. The Difficulty they were playing in (Uncollected playing in Cavalier Difficulty vs. Uncollected player in Uncollected Difficulty). There was always the risk this data was overinflated by players sitting in a PRG longer than they were supposed to (especially in Uncollected and Cavalier) but we hadn't estimated how much they were hurting the high volume of players who were fresher to that difficulty."
This discovery is what lead to the follow up adjustment yesterday. The result was, "threat levels 1-3 had their health tuned down for the [side] Quest, and all difficulties of EQ had their health tuned down, with some attack modifications on Contender, Proven and Conqueror EQ."
Looking at EQ specifically: "The champs in the early quests of some difficulties may have higher attack than they used to. The champs in the later quests though actually have less attack than they used to when looking at the old (December) tuning. We bumped up the baseline a bit but flattened stuff out as the EQ progresses."
To massively over-simplify... if we were to give each quest a difficulty value between 1-5, previous iterations would have been 1-2-3-4-5, now we're looking closer to 2-2-3-4-4.
By making chapters 1-5 of story easier to advance players along faster you have created a generation of players who can only defeat content with overwhelming power. These players are the ones arguing that even the nerfed content is too difficult. They have vastly overpowered accounts that lack the basic mechanics to understand how to defeat the current meta you have introduced. It will take a few months now at this level before these players begin to develop the skills to handle this content. Kabam has done this to themselves by nerfing all the early content to allow players to quote "catch up".
Happy to report that changes to EQ and SQ difficulty tuning have been made in-game. As previously mentioned, you will still notice an increase to the difficulty but it should be much more approachable now.
The difficulty is the same for uncollected. what a joke and rewards the same... so what's the change here?
The difficulty isn't the same for Uncollected. It's been taken down a peg.
I don't know if you are a spoke person for them but you know its still very difficult for the new player and average one and with the same rewards (if the rewards were better then it can be a motivation) its not even worth doing it but if Kabam wanted players to have more challenge they were always welcome to start cavalier, how it always was but at their pace not forcing it like this, it will make players leave the game, its very frustrating when you cant beat something... so with the changes made yesterday this still does not make any sense and they should keep working on finding a better solution to all of this.
If you don't like the eq don't do it. The increase in lower difficulty is long overdue. New accounts are getting rank 3 5*s before entering act 5. Just because he doesn't agree with you on the difficulty doesn't mean he works for kabam. If lower level players feel it's too hard go do other content there are lots of options available.
WTH are you talking about? Unless I am missing a difference in forum names you keep posting about how people should just shut up and not do EQ if we can't handle or don't like the unnecessary difficulty increase but then have made multiple posts complaining about wanting Act 6 Story Quest made easier for you. EQ existing difficulties shouldn't have been made harder, especially without an equal buff to rewards (which have actually been nerfed since they keep screwing up the path and chest rewards), because it is what people use to progress their accounts when they get stuck in Story.
Story is permanent content that people may need to build their accounts further to accomplish, temporary monthly content should just have higher difficulties added to match the higher progression tiers like how Story Quests get harder the higher you go, not making existing lower difficulties harder. Story Quest hasn't been made harder overall (although I do recall discussion about some path fights being made harder that Kabam attempted to justify with the overall Act 6 difficulty decrease) so why make EQ harder? If you reached a certain progression level you should continually be able to run the monthly content designed for that level without it being made harder.
This whole thing makes no sense and as usual Kabam refuses to explain things. If we do get any explanation later on it will likely just be some PR drafted statement that barely even addresses the actual issue and then a shut down of any further player comments because they somehow missed that this was not the right or fair thing to do but almost never go backwards on bad decisions because of the precedent it would set. I think the more conspiracy sounding posts saying they planned the larger initial difficulty increase just to be able to back it down very slightly to appease the majority who for some reason are then willing to accept it might be right.
I believe I said it's too different because I can't beat it with my 4*s. It's a joke. If you make it to act 6 you will understand why it's impossible to beat with 4*s. Additionally I tried offering advice about the current eq before they changed it but was attacked by some Uncollected who are arguing for free rewards without putting forth an effort and was scolded by the mods. Figured if all people want to do is complain about content rather than figuring out ways to beat it I may as well complain about difficulty as well. Still waiting for someone to show an act 6 fight takedown with a 4* to prove me wrong when I say it can't be done.
I'm aware. I do it myself when I have a few spare moments. It's not that lucrative. It takes a great deal of Energy to get all 150, and you still have to pay attention to select Paths. There are easier ways to earn Units.
The only easier way to obtain units is to buy them. You could do auto fight while preparing dinner, sitting in traffic, watching TV, etc.
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.
I totally agree that they overtuned it but I think you should be able to do it with that roster, I beat him with my 5
OK. I went into Uncollected EQ, Chapter 1. Here’s the team I took:
Keep in mind, this is the Science Ascendancy quest — I am not getting the Attack boost. This is just me, just playing.
Rhino lane, 5/50 Professor X, so I can get the Mutant/X-Men Special Attack boost:
I lost Iceman to the Tigra, because of a dropped input. Just the truth. But it actually worked out OK because I could vulture another Persistent Charge for Professor X.
Next up: Drax. Took him solo with Professor X, picking up another Persistent Charge, but I forgot the photo.
Next up: Doctor Octopus, with, as you can see, a 3/30 Magneto:
Seriously: What are we even talking about, here?
Yes, it is more challenging. It is. About 80K-110K health pools.
But you can literally clear it with 4-stars! I didn’t even have the Science Ascendancy attack boost going — I shudder to think what a Scorpion or IHulk or IBom would do with a 30 PERCENT ATTACK BOOST.
Come on, people — I am not even a very good player. I have some skill and experience, but there are absolutely a ton of players who are better than me.
What are we even talking about, here?
You lost 60% health on a single fight against a Rhino and 20% on another one with Magneto against Doc Oc (#metal btw). Why don't you go fight the 25k Knull and 25k Sinister on UC 3.2 and see if you manage to even do those fights in one go each. More importantly, you think you're gonna take out a Zemo with a 200k health pool who crits through blocks, roots you just for hitting him and has protection with those champs and with that amount of health left? Don't even get me started on Absorbing Man's 210k health pool cause there ain't no way you're gonna outdamage his regen with those champs. You're right, what are we even talking about lmao you're delusional.
So, i just want to try to understand this. Me beating the Doctor Octopus with a 3/30 Magneto doesn’t count?
Are you saying that UC cannot be cleared with 4-stars? No boosts. That’s totally fine. I certainly wouldn’t burn my Revive stash on this.
But I am just trying to make sure I understand what it is that you’re saying — you’re making the point that the five characters I grabbed couldn’t clear UC? Because that isn’t what I said.
Are you saying that 4-stars cannot clear UC? Because that is what I said, and I would either be right or wrong about that, but you saying “those champs” when I clearly wasn’t saying that I would use those five characters is disingenuous
Nope, what this means is that if you're losing 60% health per fight on the first quest from the EQ how exactly are you planning on clearing the rest of the path and the boss with no revives. Or even better, how are you planning on clearing the last chapter that has 23k-26k PI champs if you couldn't even beat a 13k one without losing any health? It's so easy according to you right? Lmao
Yes, UC can't be cleared without revives and boosts, the last two chapters at least. First can be done if you're good but last two are absolutely impossible because of the nodes and the health pools.
What you said? You literally said on that post that you can clear out the content with 4* even though the health pools are big, and before you pull the "I was being sarcastic" card you also told somebody else on this same thread to stop acting like the content can't be cleared with a developing roster. Furthermore, you sided with GroundedWisdom over here, someone who thinks the changes are fair and people need to "grow into them".
Let’s find out, then — I am not the best player in the game. I wasn’t being sarcastic.
Here’s the bet: Nothing but 4-stars.
Parameters:
What I can do: I can use any 4-star. I can use health potions.
What I can’t do: I cannot use revives. I cannot use boosts.
The stakes: For you: Absolutely nothing. It will cost you nothing, if I can or can’t do it.
For me: If I can do it? I get nothing. Nothing at all.
If I can’t do it? I will close my Forum account. Won’t post here again.
So now, we’ll see — and please don’t come on here if I do it and say “how do I know you did,” because again: It’s costing you NOTHING. I don’t cheat. I am a solo player. I have never said that I am an elite player.
Either I can do it, or I can’t.
So we’ll see.
You had me until you said "I can use health potions". You lost 60% health against a 13k Rhino guy how many health potions you gonna use per path 5? If you do the math that's more than 100 health potions to 100% the entire EQ. Using a ton of health potions to clear content is not viable nor is it worth it considering health potions aren't exactly cheap (garbage ones that give 10% or 20% health are for obvious reasons useless). Not to mention, you obviously have a well developed roster and will probably have counters for a couple hard fights, someone who just hit UC will not, so whether you can 100% the EQ or not doesn't matter because the newer players still won't be able to pull it off which is the entire problem with EQ right now.
The stakes: maybe you'll shut up and stop trying to argue against something that even Kabam Jax already acknowledged.
You may not be a cheater but you certainly are a liar, or at the very least someone who back tracks a lot. So, if you "do it" (without using a gazillion health potions), I'm still not gonna believe it lol and I doubt anyone on these forums will.
If it can’t be done like you said, then what are you worried about?
It costs you nothing, either way
It can be done with the right counters and taking the easiest paths. However, a player who doesn't have a developed roster will still not be able to do it because they won't have good counters, which is the entire problem here, you're so dense.
So when people said “you can grow into the content,” what was incorrect about that?
That’s literally how some of us had to learn how to play the game — nobody gave some of us 4-stars, let alone 5-stars and 6-stars. There was no Autofight.
All I said was that UC could be cleared with 4-stars — which maybe I am wrong! You said it couldn’t be done! — but that doesn’t change the fact that there’s no law that anyone has to 100 percent every single piece of content every single minute of every single month.
That the gap between a maxed out 4* and a maxed out 5* is huge you donut, and if they can't complete the EQ that "growing" is gonna be even slower.
Right, cause back then there weren't 6 champ rarities, there were only 5 so they have to allow lower players to progress quicker. Increasing the difficulty by 10 is how you don't do that. I don't think you understand how online video games that constantly receive updates work, and it's concerning.
Maybe not you, but UC players who are trying to get shards and materials (and obviously enjoy the game) have to be able to clear the EQ without having to spend 500 units on potions. You're so dense dude.
You complain that it's not possible to do uncollected without health pots but having completed thronebreaker with only using 5 revives and around 20 health pots I would suggest you look at better rounding out your attack champs. Yes the health and attack pools are overturned but this sounds more like a poor me thread. Thronebreaker takes an average of 250-300 hits to drop an opponent. The nodes are much more punishing. The champ restrictions are much more limiting. You can easily die from chip damage and 1-2 combos from lag or dropped inputs. Its the equivalent of using 2 and 3*s in uncollected. Kabam Jax has already stated he is taking the tuning back to the game team. Use this eq as an opportunity to better your skills or learn new counters to opponents. Also another tip from a long term player energy is cheaper than pots and revives. Try different teams rather than just potting up and pushing through. Beyond that ignore this month's eq and focus on existing content to better your accounts champ options.
It's not that it's not possible in general, you can do it without potions or revives with a full team of maxed out 5* and the right counters. It's the fact that most players achieve UC with 4* and you can't 100% EQ with maxed out 4* unless you spend 500 units on health potions and revives which is ridiculous.
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.
Do you even read the posts yourself? Thronebreaker difficulty was much more punishing than uncollected. People doing this aren't using maxed out rank 4 or 5 6*s. Most are doing it with 5*s rank 4/5 or 6*s rank 2/3 if lucky and these aren't maxed sig champs. You say it can't be done without spending units. It can if you stop crying and look to counters outside of the God tier champs you probably have ranked. By your logic master will require maxed out 6*s and cavalier/Thronebreaker will just be impossible without massive spending. Yes I admit the difficulty increase sucks d****. All I'm saying is stop crying about it and try thinking outside the box. Look at 3/4* counters and try intercept/evade over blocking every opponent. Ask for some help with counters rather than crying it can't be done. Outside of that just skip it and work on Content more in line with your skill.
I've read virtually every post on this thread and to a person almost all have maintained decorum and etiquette whilst airing their views. I haven't seen anyone "crying" as you mockingly label it, but rather players are voicing their legitimate concerns and grievances - a stated purpose of this forum.
Conversely, a minority of insufferable acolytes, career apologists and habitual contrarians have made repeated attempts to downplay the complaints and derail the thread by introducing non sequiturs, red herrings and strawmen into the conversation.
There's an issue with this month's EQ and SQ; it's been acknowledged by Jax. There really is nothing more to say until we receive a response from one of the administrators..
Obviously you haven't read my post. I acknowledge that it's scaled incorrectly. My issue is with someone repeatedly saying it can't be done without spending a ton of units which the original poster has stated multiple times as well as needing maxed 5*s to complete it. If people don't want to take the time to do it over the course of the month with the free pots given every 4 hours or farmed from 3.2.6 with auto play that's their fault for spending units. If people want to complain it's to difficult without asking for advice or even posting pics of their account to ask for counters they may not realize works thats on them. The game has made it too easy to become uncollected without learning the skills and character abilities needed to progress. These people complaining have relied too long on just smashing content with big champs. Posts are being put up about pi being too high. If you had to fight through early game mode like most veterans you wouldn't even care about pi. There are multiple counters for everything in the game but complaining its to difficult is the worst counter of all. Not trying to be insulting but when it's the same argument over and over without any willingness to try to better your situation then yes it's crying. Get over it or just move on. It's one months eq that I'm sure will be tuned down for February.
You've quoted me quoting you and yet accuse me of not reading your riposte; that's a textbook contradiction in terms.
I read your previous submissions but admittedly only skimmed the aforementioned, highlighted contribution. To be frank, where the respondent either lacks the competency or can’t be bothered to observe the most basic rubric of correspondence (to wit paragraphs) it's akin to gazing at a visual eyesore. Moreover, having to put the legwork in to demarcate your ideas and opinions into decipherable chunks only compounds the issue and the eyesore metamorphoses into a headsore.
You appear to be conflating the issues players have raised and treating the complaints as ubiquitous. Broadly speaking, the petitioners can be divided into two groups; group one is comprised of advanced players (Cavalier and above) who were able to autoplay lower end content to garner iso and units. Group two consists of mid-tier and lower accounts (Uncollected and below) who can no longer manually clear the EQ and SQ due to the ramp up.
I've been around since the advent of this game and have worked my way to the TB title at a pace that suits my lifestyle. I have neither the time, energy or inclination to tap away at my screen to explore content which provides little to no challenge. Indeed, doing so is like stepping back in time. The rewards are welcome but the time I would need to expend on it makes it not worth the effort. Plenty of others at a level or situation similar to mine have echoed the same sentiment.
More recently, due to a busy schedule, I've joined a lower tiered alliance, mostly consisting of Conqueror and Uncollected gamers. Prior to Christmas, most were struggling to fully explore the EQ aimed at their progression. The boon over the holiday period buoyed and encouraged them and many felt as if the boost would lift them out of the mediocrity of playing at the lower levels where they were quagmired for a protracted length of time.
When the new EQ dropped, their hopes were instantly smothered when they found they could no longer even complete the EQ aimed at their progression level. Indeed, the EQ below their progression was also proving to be a challenge where previously it had been a doddle. They've had the rug pulled from under their feet and plenty have decreased their engagement or worse barely log in. I don't know their personal circumstances but I'd surmise most are either teenagers or slightly older, who have plenty of other things vying for their attention and time. If we lose these players, my concern is it'll be permanent.
Those are my thoughts; this will be my final interaction with you on this topic as I have no desire to engage in a protracted toing and froing between ourselves..
I'm aware. I do it myself when I have a few spare moments. It's not that lucrative. It takes a great deal of Energy to get all 150, and you still have to pay attention to select Paths. There are easier ways to earn Units.
Usually I LOL your posts, but this one I actually disagree on. In the first place, there is no easier way to gather units than auto fighting. There are more lucrative ways, but none so convenient for folks with limited time. Yeas, it does take lots of energy, but like lots of people, the energy im using during auto fight is energy that wouldn't get used otherwise. When I run out, I can turn the game off and come back to it after work, when I'll have full energy again to use for real stuff. Auto fight is a very important tool for a large group of busy, slow rolling players like me. I understand that you have a lower opinion of its utility, but try to bear this in mind when you post about it as your judgement of it has been posited as broad fact rather than narrow opinion.
That whole argument about being fact vs. opinion is overused. We're here to discuss our own opinions. That's a given. The game rewards game play. Yes, it's nice to grab some Units when we're busy doing other things. We're also able to continue doing that with the most recent iteration. It is by far a necessity to game play. The fact that people think it's something they need to depend on highlights a greater issue of wanting more for doing less, but I won't go into that here. My original point, and it still stands, is that Auto isn't a priority. They're not likely looking at these changes as something that can get people, who are well enough advanced to do it on Auto, as many easy Units as possible. If they can, great. If not, that's not the indication that the changes are too far. It's whether or not it's appropriately challenging enough for the people at that stage in the game. I like getting some Quests in while working as much as the next guy, but if I'm too busy to play the game, then I'm too busy. That's not something I'm entitled to.
Nothing was fixed, it's still more work for the same or less rewards. Most people are not going to spend to get through monthly quest. A lot of people play this game for fun and build a roster that make the game easier and fun. It's hard to do that when Kabam keeps moving the goal post. People that for the first time that completed uncollected last month, may not be able to this month. The fix yesterday didn't fix the real issue, since I've been playing this game, Kabam has constantly done thing like this. This isn't a good way to keep player trust. There were so many bugs and problems with the game that could be fixed. We all know that Kabam depends on the whale but there are 1000s of people that spend you could be losing. I know my spending days are done, I've seen things like this happen too many times to ever trust Kabam. I'm to the point I don't really care if I play this game or not.
Comments
We often see posts “act 6 is too hard” or I can’t do this Variant what’s your advice. The prevailing advice is, be patient and do the monthly content and side quests. Build up your roster.
What advice do we give now. Do an easier monthly event quest with rewards that don’t do anything to progress accounts. So what’s the answer here? Unless you’re very highly skilled give up because this game isn’t for you? That doesn’t seem right. Or should the answer be look in the top right hand corner, go to the unit store and buy an Odin to use on revives.
If we don't get a bump up in rewards next month to match the extra time the higher difficulty will take I am done with this game. This game should be fun not a chore. Guess I should be happy it will save me 500+ on July 4th, another 500+ in November and another 500+ in December.
And if your answer to people who are providing feedback on difficulty is to not do content, then what is even the point of having this content? And I am not entirely sure if kabam wants people to stop doing content since that was one of the reason for them nerfing act 6 and simplifying future story acts. Not enough people were playing act 6.
Story is permanent content that people may need to build their accounts further to accomplish, temporary monthly content should just have higher difficulties added to match the higher progression tiers like how Story Quests get harder the higher you go, not making existing lower difficulties harder. Story Quest hasn't been made harder overall (although I do recall discussion about some path fights being made harder that Kabam attempted to justify with the overall Act 6 difficulty decrease) so why make EQ harder? If you reached a certain progression level you should continually be able to run the monthly content designed for that level without it being made harder.
This whole thing makes no sense and as usual Kabam refuses to explain things. If we do get any explanation later on it will likely just be some PR drafted statement that barely even addresses the actual issue and then a shut down of any further player comments because they somehow missed that this was not the right or fair thing to do but almost never go backwards on bad decisions because of the precedent it would set. I think the more conspiracy sounding posts saying they planned the larger initial difficulty increase just to be able to back it down very slightly to appease the majority who for some reason are then willing to accept it might be right.
Most of us go to school/work many hours of the day. We can use the energy to autofight certain content... and then focus with our energy at more appropraite times.
This is supposed to be a game, not something where I need to schedule my whole day around energy usage.
Filling in some details for you all:
The overall intention when adjusting difficulties:
"We wanted players' opponents to more closely match the power we (incorrectly) assumed those players had at their disposal. To get an idea of that power, we pulled data on what Rank/Rarity of Champion players were using in Monthly Content based on their PRG vs. The Difficulty they were playing in (Uncollected playing in Cavalier Difficulty vs. Uncollected player in Uncollected Difficulty). There was always the risk this data was overinflated by players sitting in a PRG longer than they were supposed to (especially in Uncollected and Cavalier) but we hadn't estimated how much they were hurting the high volume of players who were fresher to that difficulty."
This discovery is what lead to the follow up adjustment yesterday. The result was, "threat levels 1-3 had their health tuned down for the [side] Quest, and all difficulties of EQ had their health tuned down, with some attack modifications on Contender, Proven and Conqueror EQ."
Looking at EQ specifically:
"The champs in the early quests of some difficulties may have higher attack than they used to. The champs in the later quests though actually have less attack than they used to when looking at the old (December) tuning. We bumped up the baseline a bit but flattened stuff out as the EQ progresses."
To massively over-simplify... if we were to give each quest a difficulty value between 1-5, previous iterations would have been 1-2-3-4-5, now we're looking closer to 2-2-3-4-4.
"...Visibly despondent, Brandolini slips back into the shadows having failed to add another victim to his growing flock..."
Years into the game, we're now learning how to play the game and what a certain function's intended purpose is from an entity who submits his own opinion as the appeal to authority. They injected a motte and bailey fallacy into the discussion and when challenged they doubled down and repeatedly reinforced their position with a firehose of falsehoods and gish gallop. The ensuing mindless bickering is there for all to witness.
I'm loathe to follow the crowd on most occasions however, in this case the consensum gentium is both indisputable and irrefutable. As for the dissenting voices, Occam and his freshly sharpened implement patiently await their pound of flesh..
Has there been any discussion with the team concerning the reduced amount of iso we're receiving per completed path? Garnering iso and units is my primary motivation for playing the lower level EQs..
I read your previous submissions but admittedly only skimmed the aforementioned, highlighted contribution. To be frank, where the respondent either lacks the competency or can’t be bothered to observe the most basic rubric of correspondence (to wit paragraphs) it's akin to gazing at a visual eyesore. Moreover, having to put the legwork in to demarcate your ideas and opinions into decipherable chunks only compounds the issue and the eyesore metamorphoses into a headsore.
You appear to be conflating the issues players have raised and treating the complaints as ubiquitous. Broadly speaking, the petitioners can be divided into two groups; group one is comprised of advanced players (Cavalier and above) who were able to autoplay lower end content to garner iso and units. Group two consists of mid-tier and lower accounts (Uncollected and below) who can no longer manually clear the EQ and SQ due to the ramp up.
I've been around since the advent of this game and have worked my way to the TB title at a pace that suits my lifestyle. I have neither the time, energy or inclination to tap away at my screen to explore content which provides little to no challenge. Indeed, doing so is like stepping back in time. The rewards are welcome but the time I would need to expend on it makes it not worth the effort. Plenty of others at a level or situation similar to mine have echoed the same sentiment.
More recently, due to a busy schedule, I've joined a lower tiered alliance, mostly consisting of Conqueror and Uncollected gamers. Prior to Christmas, most were struggling to fully explore the EQ aimed at their progression. The boon over the holiday period buoyed and encouraged them and many felt as if the boost would lift them out of the mediocrity of playing at the lower levels where they were quagmired for a protracted length of time.
When the new EQ dropped, their hopes were instantly smothered when they found they could no longer even complete the EQ aimed at their progression level. Indeed, the EQ below their progression was also proving to be a challenge where previously it had been a doddle. They've had the rug pulled from under their feet and plenty have decreased their engagement or worse barely log in. I don't know their personal circumstances but I'd surmise most are either teenagers or slightly older, who have plenty of other things vying for their attention and time. If we lose these players, my concern is it'll be permanent.
Those are my thoughts; this will be my final interaction with you on this topic as I have no desire to engage in a protracted toing and froing between ourselves..
The game rewards game play. Yes, it's nice to grab some Units when we're busy doing other things. We're also able to continue doing that with the most recent iteration. It is by far a necessity to game play. The fact that people think it's something they need to depend on highlights a greater issue of wanting more for doing less, but I won't go into that here.
My original point, and it still stands, is that Auto isn't a priority. They're not likely looking at these changes as something that can get people, who are well enough advanced to do it on Auto, as many easy Units as possible. If they can, great. If not, that's not the indication that the changes are too far. It's whether or not it's appropriately challenging enough for the people at that stage in the game.
I like getting some Quests in while working as much as the next guy, but if I'm too busy to play the game, then I'm too busy. That's not something I'm entitled to.