**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Comments
but challenging endgame players yet engaging mid player in the same content is not something that is likely possible.
obviously the first step would be an un-noded path aimed at new cav players.
and then noded paths obviously being harder.
but i think they need to approach it slightly differently to normal.
ATM you rewards really come from completion or exploration.
i think they need to change the formula here and split the 100% rewards across the the noded paths.
with each path having a different difficulty.
so that and end gamer can 100% for max rewards
whilst a freshly cav player can complete for lower rewards
and someone somewhere in between can do 2,3,4,5 paths or whatever based on them and get rewarded appropriately.
cus now the way it stands if you cant do 100% you have no reason to do more than one path.
but if rewards are given on a path by path system you are encouraging everyone to bite off as much as they can chew whilst being able to better tailor the difficulty to everyone.
everyone can do the amount of paths that fits their current level.
as under the completion and exploration system we currently have the middle (which is the majority) get stuck in a hard and unengaging place when completion is easy, 100% is too difficult and its not worth going for 50%.
Something similar to 6.4 where you got something for each path you completed. In 6.4 it was half t2a, in Cavalier difficulty they can be creative and give on the end of each path something.
Sig stones could be good example since everybody needs them and each one we can get is useful in this state of game.
Revives would be even better since mid tier players would be more motivated to push trough since they would see that at the end, part of their investment would be given back to them. Endgame players on the other hand wouldn't have so big of a use of this most of the time if they completed all content in game, but they get the 100% rewards anyways so everyone should be happy.
They can even change it a little bit from month to month so we can be excited every month what will it be this time
Make cavalier difficulty the same as uncollected, just change the entry requirements to 4 star and below. That will give us a reason to use our full roster. The super skilled like KT1 would probably try and do uncollected with 3 stars. It doesn't require much tweaking by introducing new nodes etc but does increase difficulty.
but importantly it will allow kabam to make one path easy, one path very very hard and everything in between. and players will feel that they can get rewarded appropriately for their skill.
and it would also make it easier to tailor the difficulty as time goes on IMO.
Personally, I'd like to see the introduction not be an extra difficulty bringing it to 6 different versions of the same EQ. Maybe just bring it down to 4, Beginner, normal, master, epic. With UC taking the place of master and epic being the new one, units would be nice too.
Or failing that, something like the symbiote difficulty where there arent as many paths with maybe buffs you can pick up in the easier versions to keep some of the crying at bay.
i am only an average player.
and it has been no problem for me.
just takes thought and preparation.
i have taken tech path. with medusa and corvus.. medusa shuts down robots, corvus eats the others. take the right team and the right path and it is no problem.
take the cosmic path with champs like doom, sym sup and magik,
it just makes me think that people who are not ready for it expect to do it. i dunno.
Just food for thought.
It will be hard to narrow down the new side quest or EQ difficulty without letting down one of the two groups.
So there are two options:
-Create two new difficulties, one for cavaliers and one for truly endgame players. There are now 3 mini acts between UQ and Cavalier and the same between Cavalier and endgame players.
-Narrow down cavalier difficulty to make it possible and challenging to a new cavalier to complete it but to endgame players the exploration.
If I were to choose, I’ll take the first option because It’s better suited long term but it seems pretty obvious that Kabam is taking the second option. I just hope they nailed the difficulty to please both groups but I see it pretty difficult
And moreover the newly uncollected players couldn't 100% explore uncollected difficulty and so it was more of targeted towards for players who have completed 5.4.
So by the above logic, I get to following 2 points:
1) Cavalier difficulty should be targeted for those players who have completed the story quest introduced 6 months before cavalier difficulty starts. In this case it was 6.4(introduced in april2020).
2) Like uncollected , cavalier difficulty can only be explored by someone who has completed 6.4.
EQ maps do not have homogeneous difficulty. So there's no such thing as "targeting" Cavalier difficulty at any particular player. Every difficulty tier "targets" a range of players. Even Cavalier difficulty will eventually target a range of players. By this time-based logic if Cavalier difficulty was delayed to come out after Book 2 then it would be tuned to Book 2 difficulty, as that would be what was released six months prior, and there would be no EQ difficulty targeting any player between Uncollected and Book 2. That's not logical. The bottom of Cavalier difficulty should be more or less somewhere around where 6.1 is simply because that's the prerequisite for Cavalier EQ. It doesn't make sense for the difficulty of Cavalier difficulty to be *wildly* higher than the prerequisite. It could be very challenging for such players, but it can't be tuned to be out of reach of those players.
How high Cavalier difficulty *should* go depends a great deal on how high you think Act 6 itself should have gone in the first place. If the devs are rethinking difficulty for Book 2, it would make no sense for Cavalier difficulty exploration to be massively harder than Book 2, because that would then mean the content players were grinding to progress in the game in general to tackle the next Story arc was itself a roadblock to progressing to that part of the game.