**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.
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You, sir, are a work of art.
If you have 5/65s or 6-star Rank 2s and 3s, at some point you want to use that power in actual challenging content, not use 3-stars in attempts to make challenges more difficult.
There’s no point in having, say, a 5/65 Havok if the only thing you do is take it to one L3 and the fight is over.
The game needs to be more complicated than that for those kits. It’s not helpful to pretend like the only way a person can ever open up Aegon is in Labyrinth or the Abyss — the game can do more than that.
There’s a soft spot between Uncollected and the Abyss, and to me, Cavalier needs to land there
Also look at the chapters. The later chapters are much heavier weighted with the rewards. My guess is those will be a lot harder and gravitate toward the Sasquatch ambush with nodes.
Tuning cavalier to provide a challenge to your or @Worknprogress main accounts, means they may as well leave act 6 and their first stab 3 at act 7 untouched....
And then see where that leaves the game.
They've already done those calculations. Cav tuned to current act 6.3 to 6.4, will lose them customers.
The summer of pain is for you two.
My comments aren't aimed at you. It's ridiculous for the above other two, to expect this content to be a challenge for them. People who have legends times for the new story act releases?!
They are the elite that the summer of pain is aimed at.
You, I hope, can appreciate that this first week of Canadian is probably going to be like 1.1 of UCEQ to a new uncollected player.
I.e week 4 may be double the pi, perhaps 2.5 times higher, if it ties to 3.1 or 3.2 UCEQ. With nodes....
Give them time.
What most people who play this game will agree work though, is that making cavalier difficulty a challenge for the other 2, will simply alienate too many players. Just as act 6 as a whole has.
Also, I know many people don't want difficulty in terms of amping up the attack and health. That's why they added the nodes, I think. But the nodes they added were simple. Nothing punishing, nothing challenging. Nothing fun. I get that Boss Rushes are meant to be different from the Side Quests, but Kabam should consider using different and challenging node combinations instead of the monotony that is Canadian right now.
They will fail if they make the first level challenging to someone who has beaten *current* act 6.
The level of scaling will be telling. Agree it’s easier but also don’t feel like the difficulty outpaces the rewards. I’m expecting a scaling difficulty as we go so that the larger pool of rewards in the later chapter reflect the difficulty.