**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
Add 2.5k 6* shards. Make it a full crystal between UC and Cavalier. That seems fair considering UC and master follows that pattern with a 5*.
Make the 6* sigs generic or add another 10. Monetising prestige is fine but throw us FTP a bone. We haven’t seen them in any other content besides abyss, so at the rate your suggesting, assuming you pull 2 sigs of a class you’re targeting, which is an even split between classes, it will take 8.3 year’s to get a 6* to max sig. 10 generics will still make it take over 18 months
Finally, make the objective T5CC a selector. I’m not too fussed about this one, but it provides some guaranteed value month to month. Right now these rewards have very little guaranteed value. If you’re willing to put it in offers, I see no reason to not see it here. Still going to take 7-8 months to form a full T5CC assuming you pull the class you’re targeting once or twice from the T5CC in the main EQ and the side quest. And the objective will be much more difficult to complete.
The rest is fine in my opinion. I still maintain that there should have been a title for Act 6 completion and the new difficulty level should have been based around that. These rewards would have been great a year ago when we needed a cavalier difficulty. But the game is past that now. I really don’t think a cavalier difficulty can maintain relevance. Just my two cents though. We need to see the difficulty, but with the rewards, the whole thing should be 6.1 difficulty or it just might not be worth it for so many players
What I will say is 20% + ~5-10% T5CC from the side quest is a good haul, I’d high balled at 30% for the quest + the side quest but that was me being optimistic; let a man dream.
I will say that the T2A and the Sig stones could be a lot better. I’m currently sitting on 5 T5b, having just taken 2 champs to R5 and I’m gaining T5B at the same rate as T2A, but need 3x the T2A.
I’m not particularly fussed about the 5* shards on a personal level, we get shards so quickly these days that it’s not really my main area of interest.
I just hope that the objectives, while being ‘ULTRA hard’ aren’t ultra BS. I think a T5CC selector would be good for that.
As it stands we’re able to pull 30-35% T5CC (except P1+ and Map7), spread across the classes per month. This yields roughly 3 T5CC in shards per year, spread across the classes, so what we’re looking at here is an average of 50% of a T5CC per class, per year. A 10% selector would allow you to form one full catalyst if you targeted your selector across the year. It wouldn’t be meta defining, it would allow for 1 extra R3 over a whole 12 months.
How long have UC EQ rewards been outdated? Years, despite many a forum thread and CCP video saying they need to be improved to be in line with the state of the game.
These cav rewards already have a sense of staleness given the progression of Cavalier rosters in the last 12 months, without regular review & updates these rewards will quickly appear worse than they do now
I know this is a radical idea around these parts, but the place to look for what is appropriate for Cavalier difficulty is not a mirror, it is Uncollected difficulty. Cavalier is the next step up from Uncollected. It has one purpose only, and that is to be a reasonable bridge for players who have gotten past UC and reached Cav to proceed upward. It isn't for players who have "completed everything" exclusively. The idea that the game can somehow "get past" Cavalier difficulty is ridiculous: everyone saying "the game" has gone past this point is actually just saying *they* have gone past that point and now want the next tier of difficulty to be targeted at them specifically.
There are players who can, and always will, advance right to the top of the game's content. They might spend more, they might be in very high alliances, and they might just be that good at playing the game. But the vast majority of players need an actual progression path upward, and Cav difficulty is meant for *them*. Cavalier difficulty is the next step higher on a ladder of progress. And when you add higher steps to a ladder, you look at the current highest step and you make it a little bit higher than that one. You don't say the ladder is several years old now, and you need to catch up by making the next higher step six feet above the previous one. Because then the ladder stops functioning as a ladder, and only acrobats can use it.
For players that have done Act 6 100% and fully explored the Abyss or are getting gigatons of rewards from Platinum and Map 7 alliances, congratulations, you're an acrobat. Have fun trapezing in the Omega rush. But don't be surprised when the game adds ladders for people who need steps, and not for people who want acrobatic platforms.
Can you ask your wider team if we can buff:
6* shards on completion from 750 > 1000
6* shards on exploration from 4250 > 5000
T5CC on exploration from 10% > 20%?
Small buff and we gucci.
In fact, I’ve been saying this since the cavalier title was released. It is not the progression point at which I believe the next ‘big step’ ie a new difficulty should be set at. Players can easily get cavalier before elders bane. I firmly believe that next ‘big step’ should have been Act 6 completion. That is the point at which I believe a new difficulty and it’s associated rewards are needed to progress.
I understand your view, maybe not the tone you explained it with, but I understand it. But having done Act 6 100% and envisioning Act 7, the difference between completion and exploring is absolutely staggering. Especially when the Act 6 nerds go live, Cavalier is going to be much more achievable, indeed all of Act 6 completion.
I don’t think the game needs cavalier difficulty. You used the metaphor of steps on a ladder. Well let me explain my view to you using that. Cavalier difficulty is like adding the next step at half the distance of which other steps have been set apart. Not further apart.
Contrary to what you might assume, I don’t think it should be targeted at the likes of me. That would be ridiculous. That would be a 6 foot gap. We both want this new difficulty to be the next step in progression point. But I don’t think that’s cavalier. Maybe a year ago it was because the rewards players could get from events, alliances, etc were not as large. But rewards in that area of the game have improved to the point where I believe a new difficulty targeted at that progression point is unnecessary
Also, while there was some debate about the level of difficulty, both in terms of being potentially too low in one and too high in the other, most people seemed to think the rewards for the prototype side quests were reasonable. The overall *availability* of rewards is much higher as a result, and if they aren't high enough for everyone, they are still much higher overall. The availability of 5* and 6* shards is somewhat higher for 6* and radically higher for 5* champs, yet another thing they've said would be increasing over time.
For adding them to the game in the first place before the backlash? I guess yes, but that's not what I was replying to.
You might get lucky, and you might get by with just a few ranked up champs, but someone else might need more specific content counters and perhaps at higher rank ups. They'll need content they can farm for progressional rewards that widen and rank up their roster. I think the jump from 6.1 to 6.4 or Book 2 is way too big for most players. Most aren't going to be able to do that jump all that once, they will need more resources than the Variants will hand them to get there. Some might need a lot more resources than that gained over a long period of time. That's why Cavalier is supposed to have an easy path doable by relatively new Cavs, and harder paths for people who have progressed deeper into Act 6: to target the wide range of different people who might be stuck at different points of progress trying to get through or fully explore Act 6 (and then beyond into Book 2).
Could you do this without a Cavalier difficulty? Sure, you could even do it without Uncollected difficulty. It is simply a matter of time. Cav difficulty accelerates player progress (for those that can do it) faster than it would be if only UC difficulty existed. Clearly, players can reach the top of the content without Cav difficulty, but I don't think the average player could do so in a reasonable amount of time.
Meanwhile a difficulty targeted at Throne Breakers would only be suitable for a tiny fraction of players, and those are already the players that have proven to be the fastest progressing players. They are already out of reach of most content. Giving them even faster progress with content and rewards targeted at them would make it even harder to make content appropriate to them that coexists in the rest of the game. You're going to burn up the progression room in the 6* space and accelerate having to decide what comes next. That's not something to rush towards any quicker than absolutely necessary.
Anyways this has made me a lot more excited for Cavalier difficulty. Thanks Miike.
People holding them to their commitments and pushing them to be better might just be a reason why the game is as successful as it is. Ever considered that?
Always trying to make it personal....pathetic.
I understand your point about variants, but we’re getting them released apparatus more regularly now and supplemented with UC EQ seems like more than enough wiggle room to get enough rank up materials and champs to get Act 6 completion.
When I think of Act 6 completion and Cav completion, I was working with UC EQ and only 2 or 3 variants and only getting elder bane 3 months before. I got all chapters except 6.2 done on the first day, and I’m certainly not the best player at all. So I consider that, plus the increased variants and rewards in other places of the game, I don’t think building a roster capable of Act 6 completion is all that bad
Now, I compare that with Act 6 exploration, and even with over 20 R5 5*s I was still struggling for options, despite increased rewards everywhere. Act 6 completion felt very achievable for me, even though I’m not a top player. Not even close. Exploration was much, much worse. If I had to go back and pick a point to help my progression, I would I choose act 6 completion. That jump is much, much larger than 6.1 to 6.4. I won’t comment on Act 7 since we have no idea what that looks like anymore
That’s how I’ve reached my conclusions on cavalier difficulty anyway
Completion = 1500
Exploration = 5000
Total = 6500 shards
Even that would be quite a bit better than this in my opinion and also not asking too much.