Also, Abyss for the vast majority of it isn't even hard. It's just a significant time/unit investment. Outside a few select fights, as long as you have the right champs, it's pretty easy
Why do some people even mention the abyss? The abyss is a completely different story from anything related to cav difficulty.
Cav difficulty is supposed to range from 6.1. completion to act 6 completion. That's already quite the big range of summoners.
Now, where does that jump from that to abyss even come from? There's still a massive gap between what cav difficulty is supposed to be and abyss. Abyss even for the most developed rosters is still a huge unit investment. It's not comparable to story content etc.
I completed act 6 and am halfways through 6.2. exploration. Abyss is still far away from me, but I'm still at the upper end of whom cav difficulty is supposed to cater to.
Stick to the given parameters.
It is supposed to range from act 6.1 completion to act 6 exploration. Act 6 exploration is a very massive gap and 6.2 exploration isnt at the top of that. With the resources just gotten from 6.4 the roster difference between players who have 6.2 explored and 6.4 explored is very significant
Ah..if kabam takes feedback from this thread, it's going to be act 6 again. Jack up the difficulty..cue the outrage..nerf the difficulty again. I am not someone to start eq immediately after it releases or any content for that matter. But, from what I am hearing, the quests seems easy for someone who has been cavalier for some time. For people who have completed and explored act 6, this will be easy. Saying that people who just became cavalier should not be able to complete this difficulty is nonsense. What is the point of opening this to that title then? Keep it at throne breaker title and tune the difficulty to that title. For cavalier, the difficulty will not be much greater than this. I was expecting the 6.1, 6.2 nodes to make it to the side event because that is where the preparing people for act 6 completion comes in. Managing nodes and attack values could make this a great addition to the game.
Uncollected was not easy to explore for newly uncollected players. Cavalier has been out for a year. The Cavalier difficulty shouldn't be tuned to newly Cavalier players. Uncollected has been really easy for a long time. We don't need another easy difficulty. Might as well just buff the Uncollected rewards and call it a day if that's what they are going to do.
I agree, it should not be easy for new cavalier players to explore. It should not be impossible for them to explore too. But, how will you increase the difficulty? More health and attack? That is what got act 6 nerfed. I am asking for them to introduce the act 6 nodes one by one into the difficulty so that the fresh cavaliers can get used to it. What I am reading is difficulty equal to 6.4 which is not feasible. You want them to complete it with some resources. 6.4 was not possible to complete with only some resources. 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.
That's the problem. It's easy to boost the attack and health and call it a day. It's easy to slap on a bunch of nodes that will make it almost impossible for all but a few champs or synergies. It's much harder to make creative difficulty that requires skill and planning. Then you think you have the perfect fight but there are so many champs and synergies out there that someone figures out an easy mode cheese counter lol. I don't know what the answer is but I hope they find it.
I believe that there are only 2 solutions to the problem.
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.
But, that is the problem with asking people to bring specific counters. There is interesting and then there is simply a definite KO. I can think of several counters for that fight and I have only 1 of them. If you are going to make fights roster dependent, you need to increase access to all champs, which is what they are doing by introducing class crystals.
You actually don’t need any champ that doesn’t fulfill the buffed up requirement as AoW can be cleared by intercepting, ie the skill component of it.
Will it be hard and challenging? Yes. That’s the point right?
Doesn't buffed up need you to have 3 buffs up all the time? So, that limits the champs immediately to 1 or 2 classes since cosmic is the best class when it comes to buff. I agree that skill is the primary factor for buffed up, but when you put up any mystic champ on that path that can nullify your buffs, then you make it a little more challenging. When you add in aspect of war, now you are just pissing off players.lol
Ah..if kabam takes feedback from this thread, it's going to be act 6 again. Jack up the difficulty..cue the outrage..nerf the difficulty again. I am not someone to start eq immediately after it releases or any content for that matter. But, from what I am hearing, the quests seems easy for someone who has been cavalier for some time. For people who have completed and explored act 6, this will be easy. Saying that people who just became cavalier should not be able to complete this difficulty is nonsense. What is the point of opening this to that title then? Keep it at throne breaker title and tune the difficulty to that title. For cavalier, the difficulty will not be much greater than this. I was expecting the 6.1, 6.2 nodes to make it to the side event because that is where the preparing people for act 6 completion comes in. Managing nodes and attack values could make this a great addition to the game.
Uncollected was not easy to explore for newly uncollected players. Cavalier has been out for a year. The Cavalier difficulty shouldn't be tuned to newly Cavalier players. Uncollected has been really easy for a long time. We don't need another easy difficulty. Might as well just buff the Uncollected rewards and call it a day if that's what they are going to do.
I agree, it should not be easy for new cavalier players to explore. It should not be impossible for them to explore too. But, how will you increase the difficulty? More health and attack? That is what got act 6 nerfed. I am asking for them to introduce the act 6 nodes one by one into the difficulty so that the fresh cavaliers can get used to it. What I am reading is difficulty equal to 6.4 which is not feasible. You want them to complete it with some resources. 6.4 was not possible to complete with only some resources. 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.
That's the problem. It's easy to boost the attack and health and call it a day. It's easy to slap on a bunch of nodes that will make it almost impossible for all but a few champs or synergies. It's much harder to make creative difficulty that requires skill and planning. Then you think you have the perfect fight but there are so many champs and synergies out there that someone figures out an easy mode cheese counter lol. I don't know what the answer is but I hope they find it.
I believe that there are only 2 solutions to the problem.
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.
But, that is the problem with asking people to bring specific counters. There is interesting and then there is simply a definite KO. I can think of several counters for that fight and I have only 1 of them. If you are going to make fights roster dependent, you need to increase access to all champs, which is what they are doing by introducing class crystals.
You actually don’t need any champ that doesn’t fulfill the buffed up requirement as AoW can be cleared by intercepting, ie the skill component of it.
Will it be hard and challenging? Yes. That’s the point right?
Doesn't buffed up need you to have 3 buffs up all the time? So, that limits the champs immediately to 1 or 2 classes since cosmic is the best class when it comes to buff. I agree that skill is the primary factor for buffed up, but when you put up any mystic champ on that path that can nullify your buffs, then you make it a little more challenging. When you add in aspect of war, now you are just pissing off players.lol
Not true. Within each class there are champs that have 3 or more buffs. The primary factor for Buffed Up is not skill, it’s roster. The secondary factor that should be included is Skill, that’s where AoW comes in. Of course, if Kabam puts Dr Strange or SymSup on that path with buffed up they’re just asking to get scolded. Lol
Basically Kabam cannot, and will not, win as far as developing and tuning a cav difficulty event or side quest because the title itself is achieved with 1 run of 6.1.
Reason being is that there is a chasm between the people on the lowest rung on the cavalier progression scale and the very top level players who have 100% act 6.
There is no right answer, as whatever they do won’t be well received by a group of players.
I imagine they will try for the least wrong answer as that will placate more of the community. It’s hard to imagine that difficulty will be tuned up significantly to keep the top 1%-5% happy as that’s a small portion of the community.
Kabam probably would have been better off with a different approach in their communication of this rather than saying “road to cavalier” difficulty events and making it clear from the get to that this would be aimed more for people with the throne breaker title. There’s no misconception then about the intended difficulty and that the greenest of cavs would have to play out of their skins (or drop a tonne of units) to just complete let alone explore.
Why do some people even mention the abyss? The abyss is a completely different story from anything related to cav difficulty.
Cav difficulty is supposed to range from 6.1. completion to act 6 completion. That's already quite the big range of summoners.
Now, where does that jump from that to abyss even come from? There's still a massive gap between what cav difficulty is supposed to be and abyss. Abyss even for the most developed rosters is still a huge unit investment. It's not comparable to story content etc.
I completed act 6 and am halfways through 6.2. exploration. Abyss is still far away from me, but I'm still at the upper end of whom cav difficulty is supposed to cater to.
Stick to the given parameters.
Exactly, Considering that we are only in chapter 1, consider this as 6.1 retuned. When you get to 6.4 and you are not satisfied, then you can start to complain. If you have completed and explored 6.1, the first chapter will be easy for you. And if Kabam keeps the difficulty to what they have planned for 6.4 rework, I think even last chapter will be easy for you. That does not mean that the content is bad. It means that it is not designed for you and your roster.
Ah..if kabam takes feedback from this thread, it's going to be act 6 again. Jack up the difficulty..cue the outrage..nerf the difficulty again. I am not someone to start eq immediately after it releases or any content for that matter. But, from what I am hearing, the quests seems easy for someone who has been cavalier for some time. For people who have completed and explored act 6, this will be easy. Saying that people who just became cavalier should not be able to complete this difficulty is nonsense. What is the point of opening this to that title then? Keep it at throne breaker title and tune the difficulty to that title. For cavalier, the difficulty will not be much greater than this. I was expecting the 6.1, 6.2 nodes to make it to the side event because that is where the preparing people for act 6 completion comes in. Managing nodes and attack values could make this a great addition to the game.
Uncollected was not easy to explore for newly uncollected players. Cavalier has been out for a year. The Cavalier difficulty shouldn't be tuned to newly Cavalier players. Uncollected has been really easy for a long time. We don't need another easy difficulty. Might as well just buff the Uncollected rewards and call it a day if that's what they are going to do.
I agree, it should not be easy for new cavalier players to explore. It should not be impossible for them to explore too. But, how will you increase the difficulty? More health and attack? That is what got act 6 nerfed. I am asking for them to introduce the act 6 nodes one by one into the difficulty so that the fresh cavaliers can get used to it. What I am reading is difficulty equal to 6.4 which is not feasible. You want them to complete it with some resources. 6.4 was not possible to complete with only some resources. 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.
That's the problem. It's easy to boost the attack and health and call it a day. It's easy to slap on a bunch of nodes that will make it almost impossible for all but a few champs or synergies. It's much harder to make creative difficulty that requires skill and planning. Then you think you have the perfect fight but there are so many champs and synergies out there that someone figures out an easy mode cheese counter lol. I don't know what the answer is but I hope they find it.
I believe that there are only 2 solutions to the problem.
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.
But, that is the problem with asking people to bring specific counters. There is interesting and then there is simply a definite KO. I can think of several counters for that fight and I have only 1 of them. If you are going to make fights roster dependent, you need to increase access to all champs, which is what they are doing by introducing class crystals.
You actually don’t need any champ that doesn’t fulfill the buffed up requirement as AoW can be cleared by intercepting, ie the skill component of it.
Will it be hard and challenging? Yes. That’s the point right?
Doesn't buffed up need you to have 3 buffs up all the time? So, that limits the champs immediately to 1 or 2 classes since cosmic is the best class when it comes to buff. I agree that skill is the primary factor for buffed up, but when you put up any mystic champ on that path that can nullify your buffs, then you make it a little more challenging. When you add in aspect of war, now you are just pissing off players.lol
Not true. Within each class there are champs that have 3 or more buffs. The primary factor for Buffed Up is not skill, it’s roster. The secondary factor that should be included is Skill, that’s where AoW comes in. Of course, if Kabam puts Dr Strange or SymSup on that path with buffed up they’re just asking to get scolded. Lol
They did it in 6.1.6 so wouldnt be surprised if it happened. Thing, Heimdall, angela, hela and Champion team would be my goto for a path like that
Ah..if kabam takes feedback from this thread, it's going to be act 6 again. Jack up the difficulty..cue the outrage..nerf the difficulty again. I am not someone to start eq immediately after it releases or any content for that matter. But, from what I am hearing, the quests seems easy for someone who has been cavalier for some time. For people who have completed and explored act 6, this will be easy. Saying that people who just became cavalier should not be able to complete this difficulty is nonsense. What is the point of opening this to that title then? Keep it at throne breaker title and tune the difficulty to that title. For cavalier, the difficulty will not be much greater than this. I was expecting the 6.1, 6.2 nodes to make it to the side event because that is where the preparing people for act 6 completion comes in. Managing nodes and attack values could make this a great addition to the game.
Uncollected was not easy to explore for newly uncollected players. Cavalier has been out for a year. The Cavalier difficulty shouldn't be tuned to newly Cavalier players. Uncollected has been really easy for a long time. We don't need another easy difficulty. Might as well just buff the Uncollected rewards and call it a day if that's what they are going to do.
I agree, it should not be easy for new cavalier players to explore. It should not be impossible for them to explore too. But, how will you increase the difficulty? More health and attack? That is what got act 6 nerfed. I am asking for them to introduce the act 6 nodes one by one into the difficulty so that the fresh cavaliers can get used to it. What I am reading is difficulty equal to 6.4 which is not feasible. You want them to complete it with some resources. 6.4 was not possible to complete with only some resources. 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.
That's the problem. It's easy to boost the attack and health and call it a day. It's easy to slap on a bunch of nodes that will make it almost impossible for all but a few champs or synergies. It's much harder to make creative difficulty that requires skill and planning. Then you think you have the perfect fight but there are so many champs and synergies out there that someone figures out an easy mode cheese counter lol. I don't know what the answer is but I hope they find it.
I believe that there are only 2 solutions to the problem.
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.
But, that is the problem with asking people to bring specific counters. There is interesting and then there is simply a definite KO. I can think of several counters for that fight and I have only 1 of them. If you are going to make fights roster dependent, you need to increase access to all champs, which is what they are doing by introducing class crystals.
You actually don’t need any champ that doesn’t fulfill the buffed up requirement as AoW can be cleared by intercepting, ie the skill component of it.
Will it be hard and challenging? Yes. That’s the point right?
Doesn't buffed up need you to have 3 buffs up all the time? So, that limits the champs immediately to 1 or 2 classes since cosmic is the best class when it comes to buff. I agree that skill is the primary factor for buffed up, but when you put up any mystic champ on that path that can nullify your buffs, then you make it a little more challenging. When you add in aspect of war, now you are just pissing off players.lol
Not true. Within each class there are champs that have 3 or more buffs. The primary factor for Buffed Up is not skill, it’s roster. The secondary factor that should be included is Skill, that’s where AoW comes in. Of course, if Kabam puts Dr Strange or SymSup on that path with buffed up they’re just asking to get scolded. Lol
They did it in 6.1.6 so wouldnt be surprised if it happened. Thing, Heimdall, angela, hela and Champion team would be my goto for a path like that
Yeah. That fight was complained about quite abit during beta but was surprised it wasn’t change. Having DS/SS there makes it so that it’s champ specific. However, besides these two, I believe any other champ is fine to be placed for that node combination.
They should also reduce the paths to 4 at maximum. Put Sasquatch in each of those 4 paths.
I hate the grind of 8 and 12 paths.
I hate this event build as well. I know some others love the grindy ones though so I just enjoy the versions I like (labs, rifts, etc...) and ride out the terrible ones like these
I'm not a big fan of extra grind, but I like this way more than the modok ones where you have to do the same thing every day. At least with this I can smash it out and then ignore it for a week.
Basically Kabam cannot, and will not, win as far as developing and tuning a cav difficulty event or side quest because the title itself is achieved with 1 run of 6.1.
Reason being is that there is a chasm between the people on the lowest rung on the cavalier progression scale and the very top level players who have 100% act 6.
There is no right answer, as whatever they do won’t be well received by a group of players.
I imagine they will try for the least wrong answer as that will placate more of the community. It’s hard to imagine that difficulty will be tuned up significantly to keep the top 1%-5% happy as that’s a small portion of the community.
Kabam probably would have been better off with a different approach in their communication of this rather than saying “road to cavalier” difficulty events and making it clear from the get to that this would be aimed more for people with the throne breaker title. There’s no misconception then about the intended difficulty and that the greenest of cavs would have to play out of their skins (or drop a tonne of units) to just complete let alone explore.
The problem with that thinking is this, the early cav players will eventually grow into harder content. The very end game players don't move backwards in progression. Tuning things for the lowest common denominator just makes the content stale for more players faster. It's taken years from UCEQ releasing until now. Think about how much your roster has changed in just 2 years. Catering to the bottom end of the scale here would be a horrendous move long term
Basically Kabam cannot, and will not, win as far as developing and tuning a cav difficulty event or side quest because the title itself is achieved with 1 run of 6.1.
Reason being is that there is a chasm between the people on the lowest rung on the cavalier progression scale and the very top level players who have 100% act 6.
There is no right answer, as whatever they do won’t be well received by a group of players.
I imagine they will try for the least wrong answer as that will placate more of the community. It’s hard to imagine that difficulty will be tuned up significantly to keep the top 1%-5% happy as that’s a small portion of the community.
Kabam probably would have been better off with a different approach in their communication of this rather than saying “road to cavalier” difficulty events and making it clear from the get to that this would be aimed more for people with the throne breaker title. There’s no misconception then about the intended difficulty and that the greenest of cavs would have to play out of their skins (or drop a tonne of units) to just complete let alone explore.
The problem with that thinking is this, the early cav players will eventually grow into harder content. The very end game players don't move backwards in progression. Tuning things for the lowest common denominator just makes the content stale for more players faster. It's taken years from UCEQ releasing until now. Think about how much your roster has changed in just 2 years. Catering to the bottom end of the scale here would be a horrendous move long term
Don’t get me wrong- I don’t disagree with your last sentence at all. In fact, I whole heartedly agree with it. Personally speaking, I’m close to finishing out 6.3 (first run). I’ve had 3 goes at 6.2.6. I’d much rather this new difficulty was geared towards the top end as it gives me something to work towards and an opportunity to develop my skills in order to achieve that goal.
I was just trying to get across that Kabam may well choose to placate the larger portion of cavaliers who have done the bare minimum- 1 run of 6.1, as that’s likely to be the largest group.
Basically Kabam cannot, and will not, win as far as developing and tuning a cav difficulty event or side quest because the title itself is achieved with 1 run of 6.1.
Reason being is that there is a chasm between the people on the lowest rung on the cavalier progression scale and the very top level players who have 100% act 6.
There is no right answer, as whatever they do won’t be well received by a group of players.
I imagine they will try for the least wrong answer as that will placate more of the community. It’s hard to imagine that difficulty will be tuned up significantly to keep the top 1%-5% happy as that’s a small portion of the community.
Kabam probably would have been better off with a different approach in their communication of this rather than saying “road to cavalier” difficulty events and making it clear from the get to that this would be aimed more for people with the throne breaker title. There’s no misconception then about the intended difficulty and that the greenest of cavs would have to play out of their skins (or drop a tonne of units) to just complete let alone explore.
The problem with that thinking is this, the early cav players will eventually grow into harder content. The very end game players don't move backwards in progression. Tuning things for the lowest common denominator just makes the content stale for more players faster. It's taken years from UCEQ releasing until now. Think about how much your roster has changed in just 2 years. Catering to the bottom end of the scale here would be a horrendous move long term
The uncollected eq was increased in difficulty step by step either in terms of nodes or champion values also. Compare this months values to last years and you will see a difference. Tuning monthly content for the end game players is not feasible. You should remember that there was a complaint every month about the bosses in UC eq being too tough for a long time. It was not the bosses in the first chapters, it was the last 2 chapter mostly. So, I would refrain from asking Kabam to tune up the fight till we have seen the complete thing.
Basically Kabam cannot, and will not, win as far as developing and tuning a cav difficulty event or side quest because the title itself is achieved with 1 run of 6.1.
Reason being is that there is a chasm between the people on the lowest rung on the cavalier progression scale and the very top level players who have 100% act 6.
There is no right answer, as whatever they do won’t be well received by a group of players.
I imagine they will try for the least wrong answer as that will placate more of the community. It’s hard to imagine that difficulty will be tuned up significantly to keep the top 1%-5% happy as that’s a small portion of the community.
Kabam probably would have been better off with a different approach in their communication of this rather than saying “road to cavalier” difficulty events and making it clear from the get to that this would be aimed more for people with the throne breaker title. There’s no misconception then about the intended difficulty and that the greenest of cavs would have to play out of their skins (or drop a tonne of units) to just complete let alone explore.
The problem with that thinking is this, the early cav players will eventually grow into harder content. The very end game players don't move backwards in progression. Tuning things for the lowest common denominator just makes the content stale for more players faster. It's taken years from UCEQ releasing until now. Think about how much your roster has changed in just 2 years. Catering to the bottom end of the scale here would be a horrendous move long term
The uncollected eq was increased in difficulty step by step either in terms of nodes or champion values also. Compare this months values to last years and you will see a difference. Tuning monthly content for the end game players is not feasible. You should remember that there was a complaint every month about the bosses in UC eq being too tough for a long time. It was not the bosses in the first chapters, it was the last 2 chapter mostly. So, I would refrain from asking Kabam to tune up the fight till we have seen the complete thing.
There was a thread with someone complaining about the buffed up path saying it was impossible for him. He then posted a roster shot with Colossus, annihilus, and Hela in it.... These are the kinds of players that have no business even having access to late game content let alone their opinions be considered when tuning it. If you haven't even learned to read a node and choose a champion to counter that node by the time you've attained the highest progression title available in the game currently, you're the problem with the direction of the game currently.
People today can get one or two good 5*s early on, fly through the early acts, make one pass through act 5, and basically trip and fall into getting a cavalier title. Those players have absolutely no business even being in the discussion for where this content should be aimed let alone be considered in the tuning.
Basically Kabam cannot, and will not, win as far as developing and tuning a cav difficulty event or side quest because the title itself is achieved with 1 run of 6.1.
Reason being is that there is a chasm between the people on the lowest rung on the cavalier progression scale and the very top level players who have 100% act 6.
There is no right answer, as whatever they do won’t be well received by a group of players.
I imagine they will try for the least wrong answer as that will placate more of the community. It’s hard to imagine that difficulty will be tuned up significantly to keep the top 1%-5% happy as that’s a small portion of the community.
Kabam probably would have been better off with a different approach in their communication of this rather than saying “road to cavalier” difficulty events and making it clear from the get to that this would be aimed more for people with the throne breaker title. There’s no misconception then about the intended difficulty and that the greenest of cavs would have to play out of their skins (or drop a tonne of units) to just complete let alone explore.
The problem with that thinking is this, the early cav players will eventually grow into harder content. The very end game players don't move backwards in progression. Tuning things for the lowest common denominator just makes the content stale for more players faster. It's taken years from UCEQ releasing until now. Think about how much your roster has changed in just 2 years. Catering to the bottom end of the scale here would be a horrendous move long term
The uncollected eq was increased in difficulty step by step either in terms of nodes or champion values also. Compare this months values to last years and you will see a difference. Tuning monthly content for the end game players is not feasible. You should remember that there was a complaint every month about the bosses in UC eq being too tough for a long time. It was not the bosses in the first chapters, it was the last 2 chapter mostly. So, I would refrain from asking Kabam to tune up the fight till we have seen the complete thing.
There was a thread with someone complaining about the buffed up path saying it was impossible for him. He then posted a roster shot with Colossus, annihilus, and Hela in it.... These are the kinds of players that have no business even having access to late game content let alone their opinions be considered when tuning it. If you haven't even learned to read a node and choose a champion to counter that node by the time you've attained the highest progression title available in the game currently, you're the problem with the direction of the game currently.
People today can get one or two good 5*s early on, fly through the early acts, make one pass through act 5, and basically trip and fall into getting a cavalier title. Those players have absolutely no business even being in the discussion for where this content should be aimed let alone be considered in the tuning.
These types are the most infuriating for me which is why at the very least, even an easy pass through of cavalier difficulty, imo, should have a minor roster/ability to read the nodes check.
Basically Kabam cannot, and will not, win as far as developing and tuning a cav difficulty event or side quest because the title itself is achieved with 1 run of 6.1.
Reason being is that there is a chasm between the people on the lowest rung on the cavalier progression scale and the very top level players who have 100% act 6.
There is no right answer, as whatever they do won’t be well received by a group of players.
I imagine they will try for the least wrong answer as that will placate more of the community. It’s hard to imagine that difficulty will be tuned up significantly to keep the top 1%-5% happy as that’s a small portion of the community.
Kabam probably would have been better off with a different approach in their communication of this rather than saying “road to cavalier” difficulty events and making it clear from the get to that this would be aimed more for people with the throne breaker title. There’s no misconception then about the intended difficulty and that the greenest of cavs would have to play out of their skins (or drop a tonne of units) to just complete let alone explore.
The problem with that thinking is this, the early cav players will eventually grow into harder content. The very end game players don't move backwards in progression. Tuning things for the lowest common denominator just makes the content stale for more players faster. It's taken years from UCEQ releasing until now. Think about how much your roster has changed in just 2 years. Catering to the bottom end of the scale here would be a horrendous move long term
The uncollected eq was increased in difficulty step by step either in terms of nodes or champion values also. Compare this months values to last years and you will see a difference. Tuning monthly content for the end game players is not feasible. You should remember that there was a complaint every month about the bosses in UC eq being too tough for a long time. It was not the bosses in the first chapters, it was the last 2 chapter mostly. So, I would refrain from asking Kabam to tune up the fight till we have seen the complete thing.
There was a thread with someone complaining about the buffed up path saying it was impossible for him. He then posted a roster shot with Colossus, annihilus, and Hela in it.... These are the kinds of players that have no business even having access to late game content let alone their opinions be considered when tuning it. If you haven't even learned to read a node and choose a champion to counter that node by the time you've attained the highest progression title available in the game currently, you're the problem with the direction of the game currently.
People today can get one or two good 5*s early on, fly through the early acts, make one pass through act 5, and basically trip and fall into getting a cavalier title. Those players have absolutely no business even being in the discussion for where this content should be aimed let alone be considered in the tuning.
I stg, some people don't even read the abilities of the champions they own. How do you expect to progress without being knowledgable about the tools you have?
Honestly, if Kabam wants a proper Cav difficulty side quest, get some of the creative and experienced end gamers (eg @Worknprogress ) to design ONE path. All you need is 3-4 of them and you get a proper side quest, then tune it from there.
I can assure you that it will be more challenging and fun, require more experience and roster depth, and will make sure that those who aren’t supposed to be there don’t get the rewards.
To be clear, if week one of this side event is a reflection of what cavalier EQ would be I agree that it's much easier than what I expected. Even that buffed up path was easy - I cleared with a 5* r3 venom and I'm not a pro player at all. However, as a side quest meant to give us some easy loot... no complaints from me.
Basically Kabam cannot, and will not, win as far as developing and tuning a cav difficulty event or side quest because the title itself is achieved with 1 run of 6.1.
Reason being is that there is a chasm between the people on the lowest rung on the cavalier progression scale and the very top level players who have 100% act 6.
There is no right answer, as whatever they do won’t be well received by a group of players.
I imagine they will try for the least wrong answer as that will placate more of the community. It’s hard to imagine that difficulty will be tuned up significantly to keep the top 1%-5% happy as that’s a small portion of the community.
Kabam probably would have been better off with a different approach in their communication of this rather than saying “road to cavalier” difficulty events and making it clear from the get to that this would be aimed more for people with the throne breaker title. There’s no misconception then about the intended difficulty and that the greenest of cavs would have to play out of their skins (or drop a tonne of units) to just complete let alone explore.
The problem with that thinking is this, the early cav players will eventually grow into harder content. The very end game players don't move backwards in progression. Tuning things for the lowest common denominator just makes the content stale for more players faster. It's taken years from UCEQ releasing until now. Think about how much your roster has changed in just 2 years. Catering to the bottom end of the scale here would be a horrendous move long term
The uncollected eq was increased in difficulty step by step either in terms of nodes or champion values also. Compare this months values to last years and you will see a difference. Tuning monthly content for the end game players is not feasible. You should remember that there was a complaint every month about the bosses in UC eq being too tough for a long time. It was not the bosses in the first chapters, it was the last 2 chapter mostly. So, I would refrain from asking Kabam to tune up the fight till we have seen the complete thing.
There was a thread with someone complaining about the buffed up path saying it was impossible for him. He then posted a roster shot with Colossus, annihilus, and Hela in it.... These are the kinds of players that have no business even having access to late game content let alone their opinions be considered when tuning it. If you haven't even learned to read a node and choose a champion to counter that node by the time you've attained the highest progression title available in the game currently, you're the problem with the direction of the game currently.
People today can get one or two good 5*s early on, fly through the early acts, make one pass through act 5, and basically trip and fall into getting a cavalier title. Those players have absolutely no business even being in the discussion for where this content should be aimed let alone be considered in the tuning.
I have not seen that thread(Thank god) and I agree that he was not a good example. The power creep is such that people who pick up the game can easily get 5 star within a month and 6 star on 3 months. Which is why we need to gate story content to exploration and not completion. You cannot stop them from participating in the dialogue because they have achieved what is required to unlock the difficulty. What you can do is stop them from achieving the requirement before they are ready like incursion. I know this may not work and know it is too late to do this but simply put a requirement that you need 5 5 star of each class and you need to explore act 5. Tie cavalier status to exploration and not completion of 6.1.
I feel that Canadian Difficulty is just way too easy. At this point, it could be considered Uncollected. However, I do like how the linked nodes add to the difficulty, while not making it impossible (except for one–I'm looking at you, Buffed Up). That being said, more nodes, whether they be Linked, Local, or Global would amp up the difficulty to that "Canadian" difficulty level. Increased health and maybe increased attack would help too, but I don't want it to become another Act 6-esque situation where the attack values are too high. Maybe 30k minimum defenders?
Opinions?
@Notsavage19 which three champs and they’re ranks did you use for the buffed up node paths?
I think we need more nodes like. Only can deal damage doing x and gives attack y bonus. An example of like intercepting only but intercepting gives a big damage bonus.
I feel that Canadian Difficulty is just way too easy. At this point, it could be considered Uncollected. However, I do like how the linked nodes add to the difficulty, while not making it impossible (except for one–I'm looking at you, Buffed Up). That being said, more nodes, whether they be Linked, Local, or Global would amp up the difficulty to that "Canadian" difficulty level. Increased health and maybe increased attack would help too, but I don't want it to become another Act 6-esque situation where the attack values are too high. Maybe 30k minimum defenders?
Opinions?
@Notsavage19 which three champs and they’re ranks did you use for the buffed up node paths?
6* R2 CMM. That's the only one I actually used for that path.
I also had a 5* R5 HT for Sasquatch and a 5* R5 NF for the synergy.
I have 1 counter for an the buffed up path. That node is just **** because my medusa won’t work since she isn’t duped otherwise I probably would have been done already.
Wait, I forgot about my thing in AQ. I could try it with him, or will that not work either?
Use venom (if duped, you start dealing damage from the start) or silver surfer, even hyperion (spam heavies).
I think we need more nodes like. Only can deal damage doing x and gives attack y bonus. An example of like intercepting only but intercepting gives a big damage bonus.
I don't think players like nodes that punish for not doing a certain thing. For example, Can't Stop Won't Stop.
I would rather have a node that would give a bonus for doing said action and have a higher health pool instead of a lower health pool with one of those punishing nodes.
I think we need more nodes like. Only can deal damage doing x and gives attack y bonus. An example of like intercepting only but intercepting gives a big damage bonus.
I don't think players like nodes that punish for not doing a certain thing. For example, Can't Stop Won't Stop.
I would rather have a node that would give a bonus for doing said action and have a higher health pool instead of a lower health pool with one of those punishing nodes.
Similar to the token from the GM? Do certian action get a damage increase? Another thing is the breakthrough node could be place with any of those reduced damage nodes which will make them shorter and less punishing.
I think we need more nodes like. Only can deal damage doing x and gives attack y bonus. An example of like intercepting only but intercepting gives a big damage bonus.
I don't think players like nodes that punish for not doing a certain thing. For example, Can't Stop Won't Stop.
I would rather have a node that would give a bonus for doing said action and have a higher health pool instead of a lower health pool with one of those punishing nodes.
Similar to the token from the GM? Do certian action get a damage increase? Another thing is the breakthrough node could be place with any of those reduced damage nodes which will make them shorter and less punishing.
Something like that. Like the Vulnerability nodes. Those are nice.
I feel that Canadian Difficulty is just way too easy. At this point, it could be considered Uncollected. However, I do like how the linked nodes add to the difficulty, while not making it impossible (except for one–I'm looking at you, Buffed Up). That being said, more nodes, whether they be Linked, Local, or Global would amp up the difficulty to that "Canadian" difficulty level. Increased health and maybe increased attack would help too, but I don't want it to become another Act 6-esque situation where the attack values are too high. Maybe 30k minimum defenders?
Opinions?
@Notsavage19 which three champs and they’re ranks did you use for the buffed up node paths?
6* R2 CMM. That's the only one I actually used for that path.
I also had a 5* R5 HT for Sasquatch and a 5* R5 NF for the synergy.
Wow nice CMM, give yourself a challenge and use some 4stars, on one account I had no Max 5* champs I could use on that path so I Had to use these guys and didn’t use boosts, carnage actually worked best for me against Mysterio, I survived with 1% remaining, My first few attempts I got wrecked by the reflective damage after sp1
I feel that Canadian Difficulty is just way too easy. At this point, it could be considered Uncollected. However, I do like how the linked nodes add to the difficulty, while not making it impossible (except for one–I'm looking at you, Buffed Up). That being said, more nodes, whether they be Linked, Local, or Global would amp up the difficulty to that "Canadian" difficulty level. Increased health and maybe increased attack would help too, but I don't want it to become another Act 6-esque situation where the attack values are too high. Maybe 30k minimum defenders?
Opinions?
@Notsavage19 which three champs and they’re ranks did you use for the buffed up node paths?
I used a 5* 4/55 angela for one run. I think 5/65 void and OGV were my other two and I got ambushed. Final run was 5* 3/45 duped venom with in dont remember because venom did all the fights except wolverine. Anyone who can hold buffs can clear that- hype, gamora, hela, maybe phoenix, colossus, civil warrior, Howard the duck...
Edit: angela actually worked well vs mysterio since it's easy to control when she does damage.
Comments
Reason being is that there is a chasm between the people on the lowest rung on the cavalier progression scale and the very top level players who have 100% act 6.
There is no right answer, as whatever they do won’t be well received by a group of players.
I imagine they will try for the least wrong answer as that will placate more of the community. It’s hard to imagine that difficulty will be tuned up significantly to keep the top 1%-5% happy as that’s a small portion of the community.
Kabam probably would have been better off with a different approach in their communication of this rather than saying “road to cavalier” difficulty events and making it clear from the get to that this would be aimed more for people with the throne breaker title. There’s no misconception then about the intended difficulty and that the greenest of cavs would have to play out of their skins (or drop a tonne of units) to just complete let alone explore.
Don’t get me wrong- I don’t disagree with your last sentence at all. In fact, I whole heartedly agree with it. Personally speaking, I’m close to finishing out 6.3 (first run). I’ve had 3 goes at 6.2.6. I’d much rather this new difficulty was geared towards the top end as it gives me something to work towards and an opportunity to develop my skills in order to achieve that goal.
I was just trying to get across that Kabam may well choose to placate the larger portion of cavaliers who have done the bare minimum- 1 run of 6.1, as that’s likely to be the largest group.
People today can get one or two good 5*s early on, fly through the early acts, make one pass through act 5, and basically trip and fall into getting a cavalier title. Those players have absolutely no business even being in the discussion for where this content should be aimed let alone be considered in the tuning.
I can assure you that it will be more challenging and fun, require more experience and roster depth, and will make sure that those who aren’t supposed to be there don’t get the rewards.
I also had a 5* R5 HT for Sasquatch and a 5* R5 NF for the synergy.
I would rather have a node that would give a bonus for doing said action and have a higher health pool instead of a lower health pool with one of those punishing nodes.
My first few attempts I got wrecked by the reflective damage after sp1
Edit: angela actually worked well vs mysterio since it's easy to control when she does damage.