**WINTER OF WOE - BONUS OBJECTIVE POINT**
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
There is currently an issue where some Alliances are are unable to find a match in Alliance Wars, or are receiving Byes without getting the benefits of the Win. We will be adjusting the Season Points of the Alliances that are affected within the coming weeks, and will be working to compensate them for their missed Per War rewards as well.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
Comments
This is another bad event that nobody wanted back, and using the re-rolls is a complete waste of time, cycles the same buffs over & over & over.
Apart from the occasional new champ who’s moveset is still unlearned (Tigra, e.g.), UC paths are straightforward and finished with relative ease for many Cavaliers who are in the midst of Act 6 but aren’t up for content like the Maze or the Abyss.
But players who have 100% Act 6 and made at least one pass on Abyss are at an entirely different level. Several of the comments on this thread are from players who sport at least a couple dozen R5 5*’s and 50+ 6* champs.
So how do you tune the content for such a disparate range of accounts?
Two modes seems like a tall order for a team that takes months to revamp a single old champ. A possible middle ground would be to provide meaningful rewards for completion, and additional, more endgame rewards for exploration. Alternatively, quest rewards could escalate based on number of paths/% completed. Much like the current EQ, quests could also have an “easy” path that isn’t noded or that carries fewer nodes.
I still remember a time when UC sometimes meant a struggle and item use (Ice Phoenix, of course). That’s not terrible, if the rewards make sense. Aspirational content can still work at the higher levels of the game without becoming punitive.
The benefit for the team is that it requires them to address an issue that exists beyond any particular EQ: how to keep veteran players—who encompass a wide variety of rosters and experience—engaged without losing or alienating them.
That may not be the goal—it is conceivable the team doesn’t see the need to provide any additional content that appeals to a 1.5M, 4-5 year old account that now plays semi-competitively in AW/AQ and hasn’t made the effort to try Abyss (whether because of bad pRNG luck or just reluctance to play a phone game for days).
Final note: If the point is solely to give players who have done Abyss/100% Act 6 something to do, I think a Cav EQ level will fail.
If the point is to give players who may want to do Abyss or 100% Act 6 an incentive/ materials helpful for that content AND give endgame players something to do that’s more enjoyable than UCEQ AND give new UC/Cav players something to work on/aspire to, then I think that has potential to be good for everyone.
Color me hopeful, but modestly so.
Dr. Zola
Conclusion - be it end game, be it mid game, whatever kind of summoner, opportunity to progress should be better than they are currently available. I myself have completed Cavalier last month but seeing this month's side quest difficulty and proportional rewards it just not worth it.
Maybe Kabam realise it sooner and know what's best for community.
Because the game is designed for people and if thier interest in not thought in designing new content, what good will it be...? Somthing to think about.
I made the mistake of sinking resources into it when I really should have just tried different teams. You just need to find the easiest line for your team to complete then keep running that line. Now, it takes me longer with my r4 corvus than someone with a r2 or r3 6*, but top run of 10 minutes isn't really terrible, either.
If you don’t, it’s a struggle. It’s a legitimate question as to whether that’s how it should be.
Dr. Zola