**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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And now I look forward to not being able to complete it next month !
Also
“ThiS conTenT takes No skiLL”
Smh
So if you are saying this now comparable to MODOK labs then you need consider how this will scale with the EQ and other side events.
I can see bosses in the new difficulty being similar to the Sasquatch in health and attack values but also having nodes attached to them.
Don't forget Kabam are trying to appeal to players who recently became cavalier and those who are experienced with a wide roster. I don't see many newly Cav players to be able to breeze through this without super lucky pulls or a developed roster.
Also this was simply a taste of things to come, they don't plan on releasing Cav until September as they are still fine tuning it. This was given to us in response to people being fed up/bored etc with the game. They even stated that they aren't ready to release Cav but because side events are easier to tune they decided to give us a taste of Cav difficulty before its official release.
The target for the difficulty isn't going to be where any one of us feels it should be, it will be where the data tells them it should be, and this may be in part an attempt to gather more data on attempts and completion rates to quantify how "easy" or "hard" these kinds of nodes and paths are.
Also, something else worth noting. I've seen people either say or imply that if the difficulty is allowed to be higher the rewards would also be higher, so the difficulty should be higher for that reason. This is not how rewards are designed in a game like this, and this is not a safe assumption to make. When it comes to one-shot content like the Abyss that's more likely, but when it comes to content that is repeatable or cyclical, that's generally not how it works. The devs have to balance those rewards based on longer-term criteria, and it is closer to the truth to say the rewards are chosen first and the content difficulty set second and not the reverse. So you can ask for the content to be more difficult, but you can't automatically assume the rewards will get proportionately higher as a result. They could remain exactly the same.
One thing I do want to mention is that I really like a lot of the node combination in this quest. A lot of them feel like they reward you for fulfilling a requirement, or provide some sort of reward with their punishment. I’m hoping we see more of this going forward.
Honestly the thing I’m worried about with this new difficulty is it’s longevity. It’s been based off a title/level that the game has moved past fairly significantly. It feels like we’re going to right back here in a year looking for a new difficulty. That’s how it feels to me anyway.
When UC EQ, even the upper echelon of players were struggling with it. Most of them are walking through this with ease. Obviously we need to see the next few months to truly judge it’s long term impact and lifespan in the game, but I have a bad feeling.
It is interesting to me that the Sasquatch ambush in Canadian difficulty is very similar to the difficulty I would have extrapolated for an intermediate Cav difficulty boss. That's what I would expect to be facing on, say, Cav Chapter 2.1.
2- doesn’t kabam keep saying and said recently that they are trying to stay away from champ specific fights. Aren’t yet doing the exact opposite but making these paths like only a few champs can do?
3- I feel like the ones that have cleared act 6 it explored it, are asking for this content to be made for them. I’m ok with that, as long as they make a difficulty between cavalier and uncollected.
4- just want to repeat my first point- I would never ever say that it’s easy. Even with the right champs, one combo and you’re fudged.
The players who have completed everything aren’t going to find this difficult. Absolutely.
But I am gonna post the picture of who I did the first Diss Track lane with — including a Sasquatch ambush — and am about to do the second:
That’s a 3/45 Nick Fury, a 3/45 Elsa Bloodstone, and 1/25 Luke Cage for any Sasquatches that show up.
Don’t get me wrong: I am not saying that everyone has these characters. I understand completely that RNG hinders you.
But at the same time, I don’t face Diss Track hardly at all. Certainly never when the paths are free energy. So I just took the time to go through my roster and see who could do what effectively, and who couldn’t.
I understand that is boring and not everyone wants to take the time to do that stuff.
But it’s hard for me to understand how if you don’t do that at least some of the time, how you actually get better at the game.
As a side note: I had no idea how good Elsa was for Diss Track. I had always had a soft spot for the kit. Good to know that if I take it up one more rank, it’s useful to some degree
I'm assuming you're talking about the EQ that is in the making. The difficulty should be between cavalier and completion fo Act 6. Not between Uncollected and Cavalier.
The first chapter of any UC EQ minus maybe the bosses (depending on node defender combinations) are always relatively easy and doable by all at that level.
I remember when UC first came out, we had 5* R4 top champs and it was really pretty difficult. Even so, it lasted at most 2 years.
Moving forward, the only way a difficulty can sustain itself is to provide challenging encounters through niche encounters (such as diss track + buffet) or skill encounters (eg AoW + rage), whilst still maintaining a high enough health/attack on the defender that can punish misplays (eg 30-40% of your health in one full combo), but not cripple you (eg full health bar cleared by 2-3 hits).
It has to be tuned to a level of power greater than 5/65, otherwise we are right back here sooner than needs to be