Something tells me that if/when Kabam responds to this thread, they'll say something to the effect of: "when we adjusted to the new descriptions of EQ, and updated the content, we did intend to increase the health pools a bit, but not as much as happened. This will be corrected in future EQs." Unless it's a certain mod, who in his own way will say "Git Gud."
In terms of difficulty it isn't that significant of an increase. Thronebreaker EQ is basically the old Cavalier EQ but with 7 star healthpools and attack values. The same set of nodes and same set of counters which most people doing cav EQ would have ranked up should work the same.
However the path fights are becoming tediously long even when using the correct node counters. I think they should adjust the potency of the bonuses gained by matching correct champs to nodes.
In terms of difficulty it isn't that significant of an increase. Thronebreaker EQ is basically the old Cavalier EQ but with 7 star healthpools and attack values. The same set of nodes and same set of counters which most people doing cav EQ would have ranked up should work the same.
However the path fights are becoming tediously long even when using the correct node counters. I think they should adjust the potency of the bonuses gained by matching correct champs to nodes.
The thrust of this thread is the jacked up difficulty of UC and below for average and/or newer players, not TB. Kabam is still silent as to why these lower difficulties were changed while the rewards remained unchanged.
In terms of difficulty it isn't that significant of an increase. Thronebreaker EQ is basically the old Cavalier EQ but with 7 star healthpools and attack values. The same set of nodes and same set of counters which most people doing cav EQ would have ranked up should work the same.
However the path fights are becoming tediously long even when using the correct node counters. I think they should adjust the potency of the bonuses gained by matching correct champs to nodes.
The thrust of this thread is the jacked up difficulty of UC and below for average and/or newer players, not TB. Kabam is still silent as to why these lower difficulties were changed while the rewards remained unchanged.
All that. But even for experienced players. Or great players for that matter. The time investment has increased. Not what I would call an enticing QOL improvement. And along the same lines removing units from the first 2 difficulties. Non time consuming farming which is now gone. I mean sure. You can still do them, but the unit inducement is gone, and so is basically the reason to do them.
Can't find the original announcement but I believe it only mentioned the new TB difficulty and an indication that the Cav difficulty would be toned down to accommodate newer Cavalier players. I don't think anything was disclosed regarding the other difficulties at all. Unfortunately Kabam has a long history of making changes like this without informing the community or only giving us half of the information. That is the issue here. Bottom line is the other difficulties should not have been changed. There was nothing wrong with them as far as the players they were intended for. The only one that needed to change was Cavalier as Kabam stated because it was too hard for newer Cav players who are still developing their rosters.
For context, if you had a roster that could easily auto fight previously but now can’t, imagine what it’s like for those who previously could complete each month, but only by a little. Or maybe with a revive or two. This isn’t about Paragon and Thronebreakers who can’t auto fight the Master Equivalent quest. It’s about conquerer and low level uncollected who now can’t get through.
Which they will grow into.
They won't grow at all now because they can't complete things now that they used 100%, new people will just quit increasing the timeline for the death of the game.
New people will grow and adapt, the same way we grow and adapt, and have done since the beginning of playing. If we all quit the second we couldn't do something 100% the day that it came out, there would be no game. This game has had an infinite number of "deaths", pretty much everytime something comes along that people are uncomfortable with. Life goes on, and so will the game.
When we grew and adapted in the "beginning of playing", the difficulty was compatible with skill and rosters at that time and level of progression. At the moment, it is not for newer accounts, if they were skilled enough, they would have been at least Thronebreakers already. But, they are good enough for Uncollected.
Can't find the original announcement but I believe it only mentioned the new TB difficulty and an indication that the Cav difficulty would be toned down to accommodate newer Cavalier players. I don't think anything was disclosed regarding the other difficulties at all. Unfortunately Kabam has a long history of making changes like this without informing the community or only giving us half of the information. That is the issue here. Bottom line is the other difficulties should not have been changed. There was nothing wrong with them as far as the players they were intended for. The only one that needed to change was Cavalier as Kabam stated because it was too hard for newer Cav players who are still developing their rosters.
Agreed - as a new cavalier (just added my first two r3s) I found the “old” cavalier level too difficult without spending a lot of revives and potions.
WOW! Glad I'm not the only one that thought this. This is probably good for the longevity of the game. A little heads up I guess is to much to ask for from our benevolent benefactors.
WOW! Glad I'm not the only one that thought this. This is probably good for the longevity of the game. A little heads up I guess is to much to ask for from our benevolent benefactors.
Not to be argumentative, but how is it for the good of the game for conquerers and uncollected to face much harder paths in monthly EQ content for the same or even lower rewards?
WOW! Glad I'm not the only one that thought this. This is probably good for the longevity of the game. A little heads up I guess is to much to ask for from our benevolent benefactors.
Not to be argumentative, but how is it for the good of the game for conquerers and uncollected to face much harder paths in monthly EQ content for the same or even lower rewards?
The spenders and the people who love punishing themselves keep this game alive, I salute both these type of people because I play this game daily (f2p). You are 100% that conqueror and uncollected players are screwed. EQ is much harder. I hope this is not done on purpose. But don't get your hopes up.
Too hard because can't autofight it has got to be among one of worst arguments of all time in global.
You are aware that the majority of the players are not no lifers obsessed with the game but casual players who want to have fun right ? That’s the whole point of auto play . To be able to finish game content that’s not really important without us wasting our time . By essential removing this with the increased difficulty Kabam makes it so either we have to waste hours on our lives for rewards that are not really worthy or to skip the content the all together
So yes while for some this may not be a big deal but for quite a few people it is and it impacts their enjoyment of the game
For context, if you had a roster that could easily auto fight previously but now can’t, imagine what it’s like for those who previously could complete each month, but only by a little. Or maybe with a revive or two. This isn’t about Paragon and Thronebreakers who can’t auto fight the Master Equivalent quest. It’s about conquerer and low level uncollected who now can’t get through.
Which they will grow into.
They won't grow at all now because they can't complete things now that they used 100%, new people will just quit increasing the timeline for the death of the game.
New people will grow and adapt, the same way we grow and adapt, and have done since the beginning of playing. If we all quit the second we couldn't do something 100% the day that it came out, there would be no game. This game has had an infinite number of "deaths", pretty much everytime something comes along that people are uncomfortable with. Life goes on, and so will the game.
When we grew and adapted in the "beginning of playing", the difficulty was compatible with skill and rosters at that time and level of progression. At the moment, it is not for newer accounts, if they were skilled enough, they would have been at least Thronebreakers already. But, they are good enough for Uncollected.
... Or so they thought...
You mention "compatible with skill and rosters at that time". I'm curious, do you see that rosters now develop at the same rate as yours did way back when?
Just 1 post below yours is a newly minted cavalier. With 2 6* rank 3's. Not sure about you, but I didn't have any 6* rank 3's at cavalier. My first was when I beat Grandmaster. It is infinitely easier to get ahold of 5* and 6* shards now- and that's a fact.
For context, if you had a roster that could easily auto fight previously but now can’t, imagine what it’s like for those who previously could complete each month, but only by a little. Or maybe with a revive or two. This isn’t about Paragon and Thronebreakers who can’t auto fight the Master Equivalent quest. It’s about conquerer and low level uncollected who now can’t get through.
Which they will grow into.
They won't grow at all now because they can't complete things now that they used 100%, new people will just quit increasing the timeline for the death of the game.
New people will grow and adapt, the same way we grow and adapt, and have done since the beginning of playing. If we all quit the second we couldn't do something 100% the day that it came out, there would be no game. This game has had an infinite number of "deaths", pretty much everytime something comes along that people are uncomfortable with. Life goes on, and so will the game.
When we grew and adapted in the "beginning of playing", the difficulty was compatible with skill and rosters at that time and level of progression. At the moment, it is not for newer accounts, if they were skilled enough, they would have been at least Thronebreakers already. But, they are good enough for Uncollected.
... Or so they thought...
It is infinitely easier to get ahold of 5* and 6* shards now- and that's a fact.
That’s like 25% of the equation and doesn’t really come into play unless all the boxes are checked regarding higher level content. Yay. A UC got a 6 star groot. With no 5 or 6 stars with a compatible synergy. Or no duplication. Etc etc. not to mention skill development.
There’s very few single champs that break the entire game on their own. Champ acquisition by itself as a standalone still requires a significant amount of other variables.
You mention "compatible with skill and rosters at that time". I'm curious, do you see that rosters now develop at the same rate as yours did way back when?
That is absolutely true, however, player progression and roster progression are two different things. I don’t think anyone would ever say this game isn’t heavily built on a broad skill set and an understanding and awareness of the defenders as well as the available options in one’s own toolkit to defeat those defenders.
So yeah, we can all have stacked rosters and each of us will get different results from it. I may not be as skilled as you now and I might also be more skilled than you six months from now. But that will affect my game progression.
I don’t believe it’s a stretch to say player skill should be the driving factor across the game broadly and to say that quests and rewards should scale accordingly.
There are some pretty advanced nodes in the UC EQ and the PI and health pools are increased. At minimum, if this was intended behavior, probably should have been part of the announcement with at least some measure of explanation. I can’t imagine an actual UC player that isn’t ready for late Act 5 and early Act 6 content is ready for the quest that is at their own defined skill level.
UC wasn’t fun, but with a couple of boosts that were expiring today anyway, it was manageable. Never had to boost up to get through it before, and honestly didn’t try to see if I could do it this time first run through.
What the changes to the lower EQ means to me, especially the elimination of the units from the bottom two levels, is that I don’t have to waste time on them any more. Sure sucks to not be able to burn energy on auto-play for free units, but selling those is how Kabam makes money.
I’m Cav, been there for almost a year, and happy with it. Don’t have any desire to frustrate myself going for TB or Paragon. I love my alliance mates, enjoy picking up new champs and learning them, and will progress on my timetable and my comfort level, not Kabam’s and not trying to keep up with the Joneses.
Is easy for you? good for you! now get your medal\title and now lets talk about facts: 1. we used to have 5 difficulties, now we have 6 with the addition on TB 2. comparing the PI, the attack\health values level 1-4, this month is much higher than previous month. for example uncollected chapter 1 has defenders with PI of 18-20K vs 6-7K last month (excluding boss) 3. regarding chapter 5, I haven't mentioned it above because to be honest I haven't noticed the PI. Fights are just longer because the supporting buffs were removed. 4. rewards are the same for these levels 5. there was no announcement about changing the difficulty of the existing levels.
now, is it "too hard"... depends who you ask... for players that were waiting for the TB level probably not. But for newer player that used to run only Heroic (level2), Master (level3) and maybe Uncollected (level4) it is much harder.
Personally, I don't like the changes in the older difficulty because as others mentioned, I used to burn energy with autoplay on the lower level when I got ready for work or just being busy, or also just play (no auto-play) but on lower level that doesn't require much attention if I'm not in the mood.
I think either way it would be appreciated to get a response about what has happened - whether it is accidental or intentional. I feel sorry for new Summoners with limited rosters who have suddenly seen their EQ difficulty go through the roof - and it's those players we need to get into the game.
@Kabam Miike , @Kabam Jax, sorry for the direct call out but could you possibly investigate the difficulty spike in EQ etc this month across the board and let us know what the deal is? It would be appreciated.
If I was Kabam, after looking at this thread, I would change the lower levels back and then remove Autoplay. I would put back the units, all of that. But Autoplay would be totally eliminated.
Then we would find out if it’s people truly concerned about skill development and growing their rosters for fair effort and rewards, or people mad that they can’t Autoplay and don’t care about the health of the overall game
If I was Kabam, after looking at this thread, I would change the lower levels back and then remove Autoplay. I would put back the units, all of that. But Autoplay would be totally eliminated.
Then we would find out if it’s people truly concerned about skill development and growing their rosters for fair effort and rewards, or people mad that they can’t Autoplay and don’t care about the health of the overall game
If that was Kabam’s intention to eliminate autoplay… they need to say so. I can tell you knowing players with lesser accounts than most here, these difficultly changes with no new rewards are not inconsequential to them.
Very curious what Kabam intended here because they just made a it a ton harder on lower accounts with no explanation
If I was Kabam, after looking at this thread, I would change the lower levels back and then remove Autoplay. I would put back the units, all of that. But Autoplay would be totally eliminated.
Then we would find out if it’s people truly concerned about skill development and growing their rosters for fair effort and rewards, or people mad that they can’t Autoplay and don’t care about the health of the overall game
If that was Kabam’s intention to eliminate autoplay… they need to say so. I can tell you knowing players with lesser accounts than most here, these difficultly changes with no new rewards are not inconsequential to them.
Very curious what Kabam intended here because they just made a it a ton harder on lower accounts with no explanation
I certainly don’t know what Kabam intended, why Units were eliminated. I absolutely won’t speak for them.
But if it was me, I would say, “OK. Heard the complaints. Units are one of the pillars of the game. It’s fine if you want to farm lower levels of EQ for them. Absolutely fine. But it’s not fine for those Units to come for no effort beyond Autoplay. If you want the Units, by all means, go ahead. But you actually have to play the game, actually put forth SOME effort at those levels, for the Units.”
If a person says, “Oh, I am going to quit if I can’t Autoplay Conqueror every month,” then I guess we would be moving on without you
And for the record, I have — ALWAYS — said I have absolute respect for people who grind Arena for that exact reason. I have said those Arena grinders deserve all the gold and Units they can carry, more resources and rank-ups and rewards, because they get in there and put in the effort, even if it’s just clearing milestones.
That’s absolutely how the game should work, especially if you are F2P — you have the ability to get something simply by working.
As I said, I went into these modes last night. They are harder, but they can be done, even with a 3/30 4-star on at least the first chapter of Uncollected.
So to me, you can still clear the content.
But at the same time, I do admit that it’s harder and that the rewards were reduced. So I would restore UC and below, and just remove Autoplay, and that should be the end of it because certainly no one should complain that actually having to play the game is a requirement to get rewards.
And for the record, I have — ALWAYS — said I have absolute respect for people who grind Arena for that exact reason. I have said those Arena grinders deserve all the gold and Units they can carry, more resources and rank-ups and rewards, because they get in there and put in the effort, even if it’s just clearing milestones.
That’s absolutely how the game should work, especially if you are F2P — you have the ability to get something simply by working.
As I said, I went into these modes last night. They are harder, but they can be done, even with a 3/30 4-star on at least the first chapter of Uncollected.
So to me, you can still clear the content.
But at the same time, I do admit that it’s harder and that the rewards were reduced. So I would restore UC and below, and just remove Autoplay, and that should be the end of it because certainly no one should complain that actually having to play the game is a requirement to get rewards.
If rewards weren't meant to be earned through no effort, why does autoplay exist in the first place?
And for the record, I have — ALWAYS — said I have absolute respect for people who grind Arena for that exact reason. I have said those Arena grinders deserve all the gold and Units they can carry, more resources and rank-ups and rewards, because they get in there and put in the effort, even if it’s just clearing milestones.
That’s absolutely how the game should work, especially if you are F2P — you have the ability to get something simply by working.
As I said, I went into these modes last night. They are harder, but they can be done, even with a 3/30 4-star on at least the first chapter of Uncollected.
So to me, you can still clear the content.
But at the same time, I do admit that it’s harder and that the rewards were reduced. So I would restore UC and below, and just remove Autoplay, and that should be the end of it because certainly no one should complain that actually having to play the game is a requirement to get rewards.
If rewards weren't meant to be earned through no effort, why does autoplay exist in the first place?
So, then if that’s what this is about — “I can’t Autoplay for Units anymore, and that’s what I want to do,” then just say that instead of hiding behind “Oh, it’s too hard for all of us developing players! Why does Kabam hate everyone who isn’t spending money or a Thronebreaker!!!!!”
Just say what it is, and not act like the content is so hard that it cannot be cleared with a developing roster
To put it out there I have two accounts, both Paragon. Main account 15k prestige, 2.4 mil rating I think. Mini with 12k prestige, 1.4 mil rating.
Both 100% old Cav every month, this month I won’t bother to 100%TB with my main and probably couldn’t 100% with mini without using a large number of items.
Remind you both are Paragon accounts and one can’t manage content labeld “Throne Breaker”.
The monthly EQ is not targeted at the progression level that it states.
For context, if you had a roster that could easily auto fight previously but now can’t, imagine what it’s like for those who previously could complete each month, but only by a little. Or maybe with a revive or two. This isn’t about Paragon and Thronebreakers who can’t auto fight the Master Equivalent quest. It’s about conquerer and low level uncollected who now can’t get through.
Which they will grow into.
They grew into it in previous months when it was easier.
Yes, and the gaps between Difficulties were greater.
Can you just stop being rude to people on the forums already? You are so condescending all the time. I'm not sure why mods look the other way.
For context, if you had a roster that could easily auto fight previously but now can’t, imagine what it’s like for those who previously could complete each month, but only by a little. Or maybe with a revive or two. This isn’t about Paragon and Thronebreakers who can’t auto fight the Master Equivalent quest. It’s about conquerer and low level uncollected who now can’t get through.
Which they will grow into.
They won't grow at all now because they can't complete things now that they used 100%, new people will just quit increasing the timeline for the death of the game.
New people will grow and adapt, the same way we grow and adapt, and have done since the beginning of playing. If we all quit the second we couldn't do something 100% the day that it came out, there would be no game. This game has had an infinite number of "deaths", pretty much everytime something comes along that people are uncomfortable with. Life goes on, and so will the game.
When we grew and adapted in the "beginning of playing", the difficulty was compatible with skill and rosters at that time and level of progression. At the moment, it is not for newer accounts, if they were skilled enough, they would have been at least Thronebreakers already. But, they are good enough for Uncollected.
... Or so they thought...
You mention "compatible with skill and rosters at that time". I'm curious, do you see that rosters now develop at the same rate as yours did way back when?
Just 1 post below yours is a newly minted cavalier. With 2 6* rank 3's. Not sure about you, but I didn't have any 6* rank 3's at cavalier. My first was when I beat Grandmaster. It is infinitely easier to get ahold of 5* and 6* shards now- and that's a fact.
Yes, if you don't count the Christmas crystlas it is. A normal player who don't buy a bunch of GBcs or GCCs (don't forget the rng factor in them as well) don't get a 6 star before level 40. Let s not also forget that 80% of the player base is ftp, so having 2 6* rank 3 is not that usual, and, even if they do, they don't have the skills yet.
For context, if you had a roster that could easily auto fight previously but now can’t, imagine what it’s like for those who previously could complete each month, but only by a little. Or maybe with a revive or two. This isn’t about Paragon and Thronebreakers who can’t auto fight the Master Equivalent quest. It’s about conquerer and low level uncollected who now can’t get through.
Which they will grow into.
They won't grow at all now because they can't complete things now that they used 100%, new people will just quit increasing the timeline for the death of the game.
New people will grow and adapt, the same way we grow and adapt, and have done since the beginning of playing. If we all quit the second we couldn't do something 100% the day that it came out, there would be no game. This game has had an infinite number of "deaths", pretty much everytime something comes along that people are uncomfortable with. Life goes on, and so will the game.
When we grew and adapted in the "beginning of playing", the difficulty was compatible with skill and rosters at that time and level of progression. At the moment, it is not for newer accounts, if they were skilled enough, they would have been at least Thronebreakers already. But, they are good enough for Uncollected.
... Or so they thought...
You mention "compatible with skill and rosters at that time". I'm curious, do you see that rosters now develop at the same rate as yours did way back when?
Just 1 post below yours is a newly minted cavalier. With 2 6* rank 3's. Not sure about you, but I didn't have any 6* rank 3's at cavalier. My first was when I beat Grandmaster. It is infinitely easier to get ahold of 5* and 6* shards now- and that's a fact.
Yes, if you don't count the Christmas crystlas it is. A normal player who don't buy a bunch of GBcs or GCCs (don't forget the rng factor in them as well) don't get a 6 star before level 40. Let s not also forget that 80% of the player base is ftp, so having 2 6* rank 3 is not that usual, and, even if they do, they don't have the skills yet.
I was only able to rank them to R3 due to the banquet rewards.
tldr: The team is actively discussing this topic, we're hoping to know more soon.
When we announced Thronebreaker difficulty was coming to the contest, we also announced there would be a rework to all the other difficulties as well.
We've received a lot of feedback that the new difficulties feel overtuned, and is something I've experienced as well; it's something we have brought to the game team.
Comments
Unless it's a certain mod, who in his own way will say "Git Gud."
However the path fights are becoming tediously long even when using the correct node counters. I think they should adjust the potency of the bonuses gained by matching correct champs to nodes.
... Or so they thought...
So yes while for some this may not be a big deal but for quite a few people it is and it impacts their enjoyment of the game
You mention "compatible with skill and rosters at that time". I'm curious, do you see that rosters now develop at the same rate as yours did way back when?
Just 1 post below yours is a newly minted cavalier. With 2 6* rank 3's. Not sure about you, but I didn't have any 6* rank 3's at cavalier. My first was when I beat Grandmaster. It is infinitely easier to get ahold of 5* and 6* shards now- and that's a fact.
There’s very few single champs that break the entire game on their own. Champ acquisition by itself as a standalone still requires a significant amount of other variables.
So yeah, we can all have stacked rosters and each of us will get different results from it. I may not be as skilled as you now and I might also be more skilled than you six months from now. But that will affect my game progression.
I don’t believe it’s a stretch to say player skill should be the driving factor across the game broadly and to say that quests and rewards should scale accordingly.
There are some pretty advanced nodes in the UC EQ and the PI and health pools are increased. At minimum, if this was intended behavior, probably should have been part of the announcement with at least some measure of explanation. I can’t imagine an actual UC player that isn’t ready for late Act 5 and early Act 6 content is ready for the quest that is at their own defined skill level.
What the changes to the lower EQ means to me, especially the elimination of the units from the bottom two levels, is that I don’t have to waste time on them any more. Sure sucks to not be able to burn energy on auto-play for free units, but selling those is how Kabam makes money.
I’m Cav, been there for almost a year, and happy with it. Don’t have any desire to frustrate myself going for TB or Paragon. I love my alliance mates, enjoy picking up new champs and learning them, and will progress on my timetable and my comfort level, not Kabam’s and not trying to keep up with the Joneses.
1. we used to have 5 difficulties, now we have 6 with the addition on TB
2. comparing the PI, the attack\health values level 1-4, this month is much higher than previous month. for example uncollected chapter 1 has defenders with PI of 18-20K vs 6-7K last month (excluding boss)
3. regarding chapter 5, I haven't mentioned it above because to be honest I haven't noticed the PI. Fights are just longer because the supporting buffs were removed.
4. rewards are the same for these levels
5. there was no announcement about changing the difficulty of the existing levels.
now, is it "too hard"... depends who you ask... for players that were waiting for the TB level probably not. But for newer player that used to run only Heroic (level2), Master (level3) and maybe Uncollected (level4) it is much harder.
Personally, I don't like the changes in the older difficulty because as others mentioned, I used to burn energy with autoplay on the lower level when I got ready for work or just being busy, or also just play (no auto-play) but on lower level that doesn't require much attention if I'm not in the mood.
@Kabam Miike , @Kabam Jax, sorry for the direct call out but could you possibly investigate the difficulty spike in EQ etc this month across the board and let us know what the deal is? It would be appreciated.
Then we would find out if it’s people truly concerned about skill development and growing their rosters for fair effort and rewards, or people mad that they can’t Autoplay and don’t care about the health of the overall game
Very curious what Kabam intended here because they just made a it a ton harder on lower accounts with no explanation
But if it was me, I would say, “OK. Heard the complaints. Units are one of the pillars of the game. It’s fine if you want to farm lower levels of EQ for them. Absolutely fine. But it’s not fine for those Units to come for no effort beyond Autoplay. If you want the Units, by all means, go ahead. But you actually have to play the game, actually put forth SOME effort at those levels, for the Units.”
If a person says, “Oh, I am going to quit if I can’t Autoplay Conqueror every month,” then I guess we would be moving on without you
That’s absolutely how the game should work, especially if you are F2P — you have the ability to get something simply by working.
As I said, I went into these modes last night. They are harder, but they can be done, even with a 3/30 4-star on at least the first chapter of Uncollected.
So to me, you can still clear the content.
But at the same time, I do admit that it’s harder and that the rewards were reduced. So I would restore UC and below, and just remove Autoplay, and that should be the end of it because certainly no one should complain that actually having to play the game is a requirement to get rewards.
Just say what it is, and not act like the content is so hard that it cannot be cleared with a developing roster
Both 100% old Cav every month, this month I won’t bother to 100%TB with my main and probably couldn’t 100% with mini without using a large number of items.
Remind you both are Paragon accounts and one can’t manage content labeld “Throne Breaker”.
The monthly EQ is not targeted at the progression level that it states.
I was only able to rank them to R3 due to the banquet rewards.
tldr: The team is actively discussing this topic, we're hoping to know more soon.
When we announced Thronebreaker difficulty was coming to the contest, we also announced there would be a rework to all the other difficulties as well.
We've received a lot of feedback that the new difficulties feel overtuned, and is something I've experienced as well; it's something we have brought to the game team.