**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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This will push people to be ‘good enough’ as even the sash fight can be powered through with items if you can’t beat him.
Personally, I like Act 6.. loved the challenge of using different champs, longer fights and being punished if I made a
Mistake. I am a much better player having explored it, and feel a bit sorry for people who rather than grow and snowy develop into it just moaned so we now losing that content.
Difficulty should not increase just because some people threw money at the content and completed it and are now bored. See? I can make random statements insulting others too.
On one hand, I liked the Sasquatch ambush fight. I brought 5-65 Fury & Thing, 4-55 HT. I was a little annoyed that I slipped up in the beginning of the fight thinking I was out of his range and got HT killed immediately. Then Thing patiently put his foot up that ace with no problem. On the other hand, a path full of noded Sasquatch-level fights would suck and I wouldn't want to play that content. Kabam's got a tough road ahead of them getting this right.
The rest of the paths other than ambushes were boring, typical Kabam "hard" fights with some of the annoying "Defender" champs. I've never been a fan of nodes on nodes, and if I wanted an extreme challenge I'd use weaker champs or ones that suck. I was able to get through the path with no items, but it wasn't fun. Fury savaged everything else in "Sigh Let's get this over with" mode.
I don't want it to be painful, but I do think if it makes me think about who I'm bringing and actually read the nodes and abilities (which I haven't done in UC for quite some time) that it will at least keep me engaged. I'd be happy with that.
You also need to remember the rewards for completing this first chapter. The rewards seem to be increasing with each chapter. I would assume the difficulty also will increase at the same rate. Asking content not equal to rewards will just frustrate players.
This way will test Everyone as they can’t just blitz it with ghost or Corvus. This would likely roadblock many that just pulled a 5* corvus then rushed straight from act 4 to act 6, but it would teach them that they’ll need to start ranking some more champs if they want to push further in act 6.
1. Roster, which is what Kabam went for in A6. By narrowing down the champions that can clear the fight, difficulty is inflated and the fight becomes more niched. This also ensures that the players’ roster is of at least a certain depth.
2. Skill. This seems to be the preferred way of the community to do it. But this is VERY VERY difficult to balance and to be creative about. You’re looking at 8 paths per week, that’s 32 different types of node combinations that shouldn’t gate roster. Even if they reduce it to 4 paths weekly, it’s still an insane 16 types of combinations a month that is insanely difficult to create. To add to that, the community is so entitled that when it gets too challenging, people are quick to complain without putting much thought into how a fight can be tackled. This also has a side issue of not requiring much roster depth.
So tbh, I’d much rather they make fights that’s a combination of both. For example, this week’s Buffed Up path. Take that node, throw in an additional Aspect of War, then we’ve got an interesting fight.
However, what’s VERY likely going to happen after that is, you get people complaining that there are no champions that fulfill The 3 Buffs + Slow criteria, and things get nerfed down to Parry MLLLM again.
The idea of 1 easy completion path is to give fresh Cavs a feeling of how Cav difficulty is like and easy combinations like this should be used. 👍🏻
Another easy example I can think of is Rage + Power Shield. Nothing too fancy or hard.
Will it be hard and challenging? Yes. That’s the point right?
And just to be clear, I’m not calling for a harder difficulty to spite anyone that hasn’t explored act 6, I’ve done an initial pass of the whole act and explored 6.1 so to me, for them to nail the difficulty I should be able to get through 1 pass of cavalier with relative ease and then likely be able to explore chapters 1 and possibly 2 with a little effort, but chapter 3 exploration should be a serious challenge. I just hope it’s a challenge in the node combinations rather than being a dull uninteresting fight that’s only a challenge because of the attack values.
Also if you want ridiculous nodes and attack values, that is reserved for special events I thought. Not for an event that is available monthly.
@xNig you want an Abyss equivalent with Act 6 nodes for ya , each month ? Lol? Sometimes the community creates their own downfall .
I do agree there should be more challenge as how it is right now in the first week, but its only the first week so yeah chill out till the ending comes.
I also suggest instead of making cavalier difficulty ridiculously hard , create a quest that lasts for 2 months and has like the 50k-60k pi opponents or even 100k like the Maze or something , that will create challenge and something that does not need to appeal to every one , its just for the best of the best .
Making cavalier difficulty too hard will mean that the cavalier players will be missing out of some rewards that must have been there as an added bonus over uncollected , cos remember there was nothing extra for cav players until now. That gap will be filled by cavalier difficulty .Something that new cav players can complete but not necessarily explore fully.
I said that new Cav players should be able to complete it, and ideally with some item use for completion. But for exploration, it should be near impossible for new Cav players.
Yes they should make some really incredibly hard quests with awesome rewards. But then again, entitled Cav players will just jump in and say it’s too hard and they’re missing the rewards. Lol