**UPDATE - iPAD STUCK FLICKERING SCREEN**
The 47.0.1 hotfix to address the issue of freezing & flashing lights on loading screens when trying to enter a fight, along with other smaller issues, is now ready to be downloaded through the App Store on IOS.
More information here.
The 47.0.1 hotfix to address the issue of freezing & flashing lights on loading screens when trying to enter a fight, along with other smaller issues, is now ready to be downloaded through the App Store on IOS.
More information here.
The difficulty increase is ridiculous
This discussion has been closed.
Comments
... 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.
I used to explore every difficult, auto fighting the lower ones while doing other things, because I didn't need to be focused, I thought it was really good, to be able to do so, since I had gotten strong enough to do it, but I really changed.
I tried auto playing today the conqueror difficult, I left my phone alone for a few minutes and 3 of my Champs were dead, while the other two were at lower health and it surprised and scared me, the team was made of 6 stars r2 and up, with a rank 4 kitty.
I still can't believe it, I don't know if the AI isn't prepared for this difficult, because it couldn't keep up.
One of the perks of completing higher end content and acquiring otherwise unobtainable rank up materials is being able to passively complete lower end quests via autofight. In the grand scheme of things, the rewards aren't game changing but can be very useful nonetheless.
Prior to the current iteration, I would play Master and the lower EQs on autofight, specifically to garner iso and units. I attempted the Conqueror EQ yesterday but although I now possess higher ranked champs due to the Xmas boon, I still had to manually complete the entire Quest. I can't recall when I last played the Master level EQ and the experience felt neither challenging nor exciting. Moreover, if the rewards had received a commensurate boost in line with the content ramp up, I think my reaction and the response here would've been more favourable. However, it appears as if they've reduced the amount of units previously available (can someone categorically confirm this) which is both inexcusable and inexplicable.
Due to time constraints (demanding role/young family) I can normally just about fully explore Uncollected and do a once through run of Cavalier. I haven't checked as of yet but going by the responses here, these two EQs have been amped as well. I know many others are in a similar situation to mine and I think we'd all unanimously agree that having to input more resources and time for the same or a reduced payoff is totally demotivating and a disincentive to increase engagement.
I don't obsessively catalogue everything in the game but I'm absolutely certain completing each path in the Master EQ previously yielded 4 T5 class iso bricks and 8 T5 generic ones. During my Conqueror run yesterday, I was only receiving 4 T3 class iso bricks instead; was the reduction in iso and units intentional? What is the rationale behind increasing the difficulty but reducing the payoff? A penny for your thoughts Kabam..