Here is my issue. Epic is for all intents and purposes for anyone Uncollected and up. In reality, for anyone capable of it, but the majority have been people capable of Uncollected. Most of the time the difficulty of it is within consistent range. Especially for something that needs to be done once a day. People do it month after month because they need said Rewards to develop their Accounts. Not just because they want to. Not just because they "can always pass or do lower", or "get better". They know they're fully capable of Epic because they've done it month after month. Then a month comes that the amount of difficulty is jacked up because "What about the End-Game Players?". They say they're bored and want it harder and harder. Only they scarcely need the extra 5* and 1k 6* Shards. So what you end up doing is making a Difficulty noticeably harder for a very large number of people compared to the number that are bored and not challenged by it at all, all so they aren't satisfied with the Rewards. Meanwhile, the rest of the people not in that small number are left with discouragement and frustration for an entire month, and having to settle for Rewards that barely suit them. Then they're told they're just not skilled enough. Git gud. I've made this point repeatedly, and I will make it everytime it comes up. Taking Epic and jacking it up just to make End-Game people happy is a huge flaw. Add something else for Cavalier only if that's the case. Even if the EQ isn't out yet. There are far more people being left with a sour taste in their mouth all month long than those who are whizzes. It's disappointing to be able to complete one aspect consistently and depend on those Resources, only to be told now and then "Not this month. Maybe next.". Aren't you always the one telling people that if they don't have the roster they should be patient? As a Cavalier player this difficulty seems just fine for me. 26 r5 champs, I might lose one or two champions tops per run. I would like you to keep this feeling in mind the next time you respond about act 6.
Here is my issue. Epic is for all intents and purposes for anyone Uncollected and up. In reality, for anyone capable of it, but the majority have been people capable of Uncollected. Most of the time the difficulty of it is within consistent range. Especially for something that needs to be done once a day. People do it month after month because they need said Rewards to develop their Accounts. Not just because they want to. Not just because they "can always pass or do lower", or "get better". They know they're fully capable of Epic because they've done it month after month. Then a month comes that the amount of difficulty is jacked up because "What about the End-Game Players?". They say they're bored and want it harder and harder. Only they scarcely need the extra 5* and 1k 6* Shards. So what you end up doing is making a Difficulty noticeably harder for a very large number of people compared to the number that are bored and not challenged by it at all, all so they aren't satisfied with the Rewards. Meanwhile, the rest of the people not in that small number are left with discouragement and frustration for an entire month, and having to settle for Rewards that barely suit them. Then they're told they're just not skilled enough. Git gud. I've made this point repeatedly, and I will make it everytime it comes up. Taking Epic and jacking it up just to make End-Game people happy is a huge flaw. Add something else for Cavalier only if that's the case. Even if the EQ isn't out yet. There are far more people being left with a sour taste in their mouth all month long than those who are whizzes. It's disappointing to be able to complete one aspect consistently and depend on those Resources, only to be told now and then "Not this month. Maybe next.".
You knew that there was a possibility that the rewards would be buffed or changed so why did you buy rewards on the FIRST day? Don't blame Kabam for that, that's on you. You could've waited until the end of the even to spend your coins.
You knew that there was a possibility that the rewards would be buffed or changed so why did you buy rewards on the FIRST day? Don't blame Kabam for that, that's on you. You could've waited until the end of the even to spend your coins. You’re assuming that I “knew” that there was a possibility that the rewards would be buffed. That is a false narrative.1. I did not know there was a possibility. At best, I could only assume something like that - which I did not. Reread my post - I stated “if I had a choice” which implies I didn’t really consider it as a possibility.2. Yes it was my decision to get what I chose to get, and when I chose to get it. I’m sure I’m not the only person who did that.3. I’m not blaming Kabam for anything. That’s your assumption. I explained my dislike of what occurred. Simple as that.Please read posts thoroughly before making assumptions and responding.
1. If you've been reading the post since the beginning and especially Kabam Miike's first response that he would take our concerns to the team and there would possibly be a response (as in buffed rewards) you would know that there was a possibility that something would actually get done. I guess it's my ignorance if I just assumed that you've read any of the posts, especially from any of the Kabam admins. 2. Again if there was a possibility of buffs to the rewards then most people would wait for a response from any of the admins as to what and when those buffs would be.3. The post you were responding to sure looked like they were blaming Kabam for not adding items that equaled the difficulty of the event and in turn you agreed with that post. My bad for making assumptions. Good day to you.
Of all the events of this lab type that have given us the ability to use a randomizer, this is by far the easiest. The cosmic path can be soloed by any 5* r5 mystic. I’ve personally had an r5 magik since the first lab experience and she’s having a much easier time with this event. My skills haven’t gotten any better. This content has gotten easier.
I’m surprised that the caviler players don’t get 6* shards and the uncollected players don’t get 5* shards to purchase.
Players.. “game has progressed to 6* champs, we need 6* stones and shards”Kabam... “here’s some 5* stones and shards” Is that what players are saying? I guess I missed that over the everyone else saying that the change doesn't benefit anyone lower than Cavalier. Or are you saying that everyone, from UC down to Proven, has progressed to 6* champs?The reasonable assumption here is that the next higher difficulty tier and content path to it haven't been finalized yet, so the rewards for them haven't been finalized yet, so they have to be cautious about rewards they add to content that was designed long ago and are changing literally on the spur of the moment to address feedback concerns.Plus, I've never understood the concept of the "meta" being that the game has progressed to 6* champs, so there's not enough supply of 6* champs and rank up materials. If there aren't enough ways to get them or rank them up, then having the "meta" be that everyone should focus on them seems illogical. If you're focusing on the thing you can't get enough of, that's a bad game decision. I think my one issue with quests like these is that you need to have a roster that allows you to select s team of 5 champions who can deal with a potentially diverse set of challenges. But then, if you have that roster, the rewards are never useful for the person who has such a roster. Personally, 15k 5* shards and 20 5* sig stone crystals doesn't really get me anywhere. Is the quest hard for me? No, not with my champs, but even the 5* rewards are lower than what we have typically seen from a side quest over the past 6 months.Then you have other players complaining the quest is too hard. I suspect these players are the ones trying desperately to expand their 5* roster in order to tackle the rest of Act 5 or first half of Act 6. That's exactly who these rewards seem to be targeted for, but then they can't do it either because their roster isn't at a point yet where they have the skill and 5 champions on their roster to tackle any set of nodes. Besides for the greater solo crystal shards (which are sort of embarrassing), my issue with the rewards are not that they're outdated. Rather, they're stuck in no-mans-land between players who can't obtain them and players who don't really need them anymore.But who knows, maybe I'm out of touch with the current midgame player. If I have a gripe about the content, it is that the structure of the content makes counterplay impossible. We can't see what the map looks like and bring a team that counters the randomly selected nodes, or strategically counters some and attempts to reroll specific ones. That's of course a side effect of the map mechanics, and maybe not 100% intentional, but it is also not a reward-specific gripe.You could argue that the specific way this type of content presents difficulty challenges rosters in a very special way, and that therefore the relative value of the rewards to difficulty is lower than for the typical Epic event, but I think that's more a problem with the difficulty than the rewards. People aren't being asked to bring a team that can do the content, they are being asked to bring a team that can do all possible versions of the content. If there was a way for players to narrow the requirements of the team they brought to target what was there rather than what could possibly be there, I think the rewards would be less debatably in line with difficulty.But honestly, the game in its current form is unable to handle this kind of situation. The problem is champion acquisition is random, and the only mechanism to deal with randomness (outside of the rare Nexus crystal) is to flood the player with them. Kabam doesn't want to eliminate the former, and they can't do the latter, and that puts the rewards in a similar kind of no-man's land.Addressing this specific problem is the problem that currently occupies the most mind share for me right now. I think 5* resources would be much better appreciated rewards if 5* pulls had a higher probability of targeting what players need to progress, either approaching UC, at UC, or even at Cavalier. I'm Cavalier, and there's still a lot of 5* champs that would help me and I would rank up in a second. It is just that a one in 150 chance of getting a particular one dilutes the value of 5* crystals. In fact, I would say more targeted 5* champs would be significantly more valuable to most players' progress than normal 6* crystals would be. I actually think when Kabam says that 5* champs are appropriate rewards, they are correct. The problem is we don't get 5* champs, we get 5* crystals and shards. And that's a critical distinction.How to do this in a way that still fits in the way rewards are managed in MCOC is the tricky part. Believe me, I have half a legal pad of scribbles.
Players.. “game has progressed to 6* champs, we need 6* stones and shards”Kabam... “here’s some 5* stones and shards” Is that what players are saying? I guess I missed that over the everyone else saying that the change doesn't benefit anyone lower than Cavalier. Or are you saying that everyone, from UC down to Proven, has progressed to 6* champs?The reasonable assumption here is that the next higher difficulty tier and content path to it haven't been finalized yet, so the rewards for them haven't been finalized yet, so they have to be cautious about rewards they add to content that was designed long ago and are changing literally on the spur of the moment to address feedback concerns.Plus, I've never understood the concept of the "meta" being that the game has progressed to 6* champs, so there's not enough supply of 6* champs and rank up materials. If there aren't enough ways to get them or rank them up, then having the "meta" be that everyone should focus on them seems illogical. If you're focusing on the thing you can't get enough of, that's a bad game decision. I think my one issue with quests like these is that you need to have a roster that allows you to select s team of 5 champions who can deal with a potentially diverse set of challenges. But then, if you have that roster, the rewards are never useful for the person who has such a roster. Personally, 15k 5* shards and 20 5* sig stone crystals doesn't really get me anywhere. Is the quest hard for me? No, not with my champs, but even the 5* rewards are lower than what we have typically seen from a side quest over the past 6 months.Then you have other players complaining the quest is too hard. I suspect these players are the ones trying desperately to expand their 5* roster in order to tackle the rest of Act 5 or first half of Act 6. That's exactly who these rewards seem to be targeted for, but then they can't do it either because their roster isn't at a point yet where they have the skill and 5 champions on their roster to tackle any set of nodes. Besides for the greater solo crystal shards (which are sort of embarrassing), my issue with the rewards are not that they're outdated. Rather, they're stuck in no-mans-land between players who can't obtain them and players who don't really need them anymore.But who knows, maybe I'm out of touch with the current midgame player.
Players.. “game has progressed to 6* champs, we need 6* stones and shards”Kabam... “here’s some 5* stones and shards” Is that what players are saying? I guess I missed that over the everyone else saying that the change doesn't benefit anyone lower than Cavalier. Or are you saying that everyone, from UC down to Proven, has progressed to 6* champs?The reasonable assumption here is that the next higher difficulty tier and content path to it haven't been finalized yet, so the rewards for them haven't been finalized yet, so they have to be cautious about rewards they add to content that was designed long ago and are changing literally on the spur of the moment to address feedback concerns.Plus, I've never understood the concept of the "meta" being that the game has progressed to 6* champs, so there's not enough supply of 6* champs and rank up materials. If there aren't enough ways to get them or rank them up, then having the "meta" be that everyone should focus on them seems illogical. If you're focusing on the thing you can't get enough of, that's a bad game decision.
Players.. “game has progressed to 6* champs, we need 6* stones and shards”Kabam... “here’s some 5* stones and shards”
Wish the Gold Coins in the rewards were also increased. Even with additional store items, the currency is still limited and would still prevent us summoners from obtaining many of the items we need.
Difficulty of the content does not match the rewards.