New Static and Simple EQ
The "Triple-Tier" EQ Restructuring
Redesigning the User Experience (UX) for Fairness, Clarity, and Efficiency.
Slide 1: Current Pain Points & Market Feedback
The Adaptive EQ Issue: Players perceive it as a "Progression Penalty." As rosters grow stronger, the game scales in a way that feels punishing rather than rewarding.
Legacy System Fatigue: Managing 5+ difficulty tiers (Beginner to Thronebreaker) causes "Resource Fragmentation" and high operational overhead for the dev team.
The Gap: There is no clear middle ground between "trivial speed-running" and "punishingly difficult" content.
Slide 2: The Proposed Solution (The Double-Triple Framework)
Consolidating difficulties into two primary "Tracks," each containing three fixed-power tiers:
The Classic Track: Merges (Beginner, Normal, Heroic).
The Advanced Track: Merges (Master, Cavalier, Thronebreaker/Paragon).
Slide 3: The Classic Track – "Streamlined Growth"
Goal: Reducing redundant gameplay while facilitating Unit farming.
Tier 1 (Entry): PI 100 - 800 | 2* & 3* Opponents.
Objective: Hyper-fast completion for beginners and Unit collectors.
Tier 2 (Intermediate): PI 1,500 - 4,000 | Low-rank 4* Opponents.
Objective: Introduction to basic buffs (e.g., +50% Attack/Health) without complex mechanics.
Tier 3 (Legacy Heroic): PI 5,000 - 9,000 | 4* Max / 5* R2 Opponents.
Objective: A solid bridge for mid-tier players to prepare for Advanced content.
Slide 4: The Advanced Track – "Tactical Mastery"
Goal: Rewarding skill, roster depth, and strategic utility.
Challenger Level (Formerly Master+):
PI 12k - 20k | Introduction to Class-based nodes and resistance mechanics.
Commander Level (The Cavalier Standard):
PI 25k - 45k | Global Nodes that dictate the monthly meta, requiring specific utility (DoT, Power Control).
Sovereign/Elder Level (The Paragon/Valiant Peak):
PI 60k - 100k+ | Complex Combat Management nodes (Protection, specialized AI behavior).
Slide 5: Operational Advantages for Kabam
QA Efficiency: Reduces the number of maps and node sets to test from 6+ down to 2 streamlined tracks.
Player Retention: Replaces the "scaling frustration" with "Fixed Progression." Players feel powerful when they return to lower tiers, incentivizing them to push for the higher fixed-tier rewards.
Monetization Synergy: Linking high-value rewards (7* Shards) to fixed high-difficulty nodes encourages roster investment and resource spending.
Slide 6: Conclusion & Recommendation
"Players don't want a challenge that scales with them like a shadow; they want a mountain to climb, where the view at the top justifies the effort."