**KNOWN AW ISSUE**
Please be aware, there is a known issue with Saga badging when observing the AW map.
The team have found the source of the issue and will be updating with our next build.
We apologize for the inconvenience.
Please be aware, there is a known issue with Saga badging when observing the AW map.
The team have found the source of the issue and will be updating with our next build.
We apologize for the inconvenience.
**KNOWN BG ISSUE**
We are aware of an issue with the seeding for the beginning of the BG season.
We are adding rewards to higher progression brackets to offset the additional grind.
More information here.
We are aware of an issue with the seeding for the beginning of the BG season.
We are adding rewards to higher progression brackets to offset the additional grind.
More information here.
**Arcade is being extra tricky with his Murder Box...**
It appears Arcade has been non-cooperative in his approach to this month's side quest and presented his clues in a nonsensical order. Lucky you, Summoners, we have our best and brightest on the case and those clues should now be a lot more straightforward. While messing around in Arcade's files we came across a phrase, highlighted and bolded, with sparkles and pointy arrows: "the abode for the dead" ... Maybe that will help you along the way!
It appears Arcade has been non-cooperative in his approach to this month's side quest and presented his clues in a nonsensical order. Lucky you, Summoners, we have our best and brightest on the case and those clues should now be a lot more straightforward. While messing around in Arcade's files we came across a phrase, highlighted and bolded, with sparkles and pointy arrows: "the abode for the dead" ... Maybe that will help you along the way!
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This content is meant to be hard; it's meant to take time and cost you resources or be a hard skill check. We have never said that content needs to be done itemless, and we don't design content on that basis. If you want these rewards, you're either gonna have to be really skilled or be ready to use your stash of revives and potions.
There are plenty of times that you will get rewards for doing absolutely nothing in-game. A pretty juicy Valentine's Day calendar is doing that right now. If you look at this content, which is completely optional and is permanent content that you can take on whenever you want, and think it's not worth your time or resources, then you aren't required to do it.
The game will always have extremely difficult content, just like there always has been. Realm of Legends was completed with 3 and 4-Star Champions with extremely basic abilities. Labyrinth had people using 5-Stars, but the Champions that did it at the time weren't much better. Both of those were done before Revive farming was ever a thing, and having that Everest content, that insane challenge ahead of you, was and continues to be a good thing for the game. It's the same for WoW. People have built their skills and rosters for a while, and they should have something to challenge them and reward them for all of that work.
I get that you might feel that "extremely challenging" should fit a certain description, but that's not really fair. We will always be pushing the envelope on what content can be, whether it's more difficult, or meant for more and more players, or just something whacky and zaney, and it will not always fit your ideal picture of what it could be.
But for the sake of argument we can even grant them that the players might value these champs at the same level of r3 mats. I just want to know how long they expect you to spend acquiring resources to clear this content. Whats a general range of time you could spend targeted efforts to get toward this? The answer seems to be months and thats a massive far cry from where the game was when we could acquire revives more easily. The shock seems too great
We intentionally make this super difficult content optional. Yes, we encourage you to do it in different ways, but if you wanted to completely ignore it you can. (I have a long list of Carina's Challenges that will remain untouched for a long long time)
It feels like this game is no longer for regular players. It’s just for those with insane skills that have no problem spending a lot of money at every new event. I think a lot of us are holding on because of the sunk cost fallacy and it’s sad to see the direction this game is going.
I dunno a selector between the 6* selector and 7* shards... Something.. the fact that we are still being rewarded 6* is a total turn off
Easy skip for now.
Lagacy's challenges are without question the easiest ones *today* by a mile. However, his is rarity locked. It will always be as difficult as it is today. KMs and Fins are not rarity locked. They will get easier over time, both as people rank up the necessary champions and as higher ranks and rarities continue to be added to the game.
Sometimes end game content is also temporary content, intended to be rewarding for the players who managed to reach the end game at the time the content is released. But most end game content is permanent, and is there to challenge end game players when it is released, and then to become more accessible over time. KM and Fin's challenges are never going to become easy in any reasonable amount of time, but they will become easier, just like Act 6 is now far more accessible, just like the Abyss is far more accessible, and something like the Labyrinth isn't even particularly challenging anymore.
Even Lagacy's challenge is far outside the reach of the "average player" and it should be. It is probably doable by the average Paragon with significant potion usage, and doable by top 10% Paragons with minimal potion usage. But Mike's in my opinion targets top 5-10% Paragons and Valiants, and Fin's targets top 1% Paragons and Valiants. Both of those percentages will drop over time, but in my opinion those are not unreasonable targets to aim for when designing end game content, and the only reason for anyone outside of the very top tier players or players who enjoy high end challenges to target any of this content is the KG piece which only requires doing one of them. The easiest of them, Lagacy's challenges, targets an entirely reasonable strength level for a 7* Deathless champion.
I think we the playerbase need to learn to not just tolerate content that might not be our cup of tea, but actually start learning to rejoice that content keeps getting added that is not our cup of tea, because it means the game continues to aim at a wide range of players, and that is good for the long term health of the game. It means the developers actually *care* about the long term heatlh of the game, because they see a long term existing at all. The day everything looks like something designed for any one of us to enjoy that's the day we should start worrying, because it means the devs are no longer concerned about doing anything but appeasing a small pool of existing players. That's the day the devs stop thinking about the future, because the game has no future.
Content like this is not just about the tiny percentage of players who can do it today. It is about the future. Progressional games are about aspiration, and they target players who can handle not doing everything and aspiring to reach higher than what they can do today. It will take years for most players who pick up the game today to reach Act 8, to do Necropolis, to complete things like the Carina's challenges. Spending the money to add content like this says you expect the game to be around long enough for players to reach it, because there's not enough return on investment for that time if just a few content creators make videos doing it and a couple hundred players decide to do it for giggles.
Im a bit confused as to how late stage players are being “rewarded” for all that progress we’ve achieved. We aren’t being rewarded for roster depth. We’re not being rewarded in any particularly meaningful way if you’re ceding that the content is DESIGNED to cost items. Seems like we’re being rewarded in the sense that we have nothing else lucrative enough to focus on so we get the “privilege” of doing this content because well at least it has some 7 star materials…?
Doing what's good for the game and not for the players is one thing (revive farm removal), but constant going against what your customer base wants seems unhealthy. Let's see what your "data" has to say about this in the future.
Doubling up on what the data will say in the future, we will see how the community engages with this type of content, in terms of participation. Cause I'm a bit concern, Kabam spends time, energy, resources (not applicable to this CCP carinas, but to WoW) to create something that barely anyone will touch. And I remember Kabam said they value the time they take to develop content, in case of Necro or other end game content, and that was why revive farm had to be removed. Cause they spent months creating content and didn't want people to clear it straight away. But the other side of the spectrum also applies, don't want to spend months creating end game content only for nobody to play it.
Just my views on where this game is heading.
^^Kabam miike Quote I must've deleted it by accident
So kabam miike, you say that using 5 stars in lab was extremely difficult but do you remember carinas v1 with 4 stars in there? I don't really understand why some carinas just weren't skill based and purely wallet based.
I'm a fan of most of these new challenges, but gauntlet korg, terrax, doom, and more with only zemo is just diabolical
Fintech