**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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No rewards for Completion means NO INCENTIVE on finish one EQ run for fun and then decide if we want to go for the full rewards or not. You shouldnt fix what its not broken.
Also when u complete the enitre quest there is a feeling of accomplishment and with that if u get rewards like we used to that feels lot better.
Again no problem with path based rewards but those should be taken from exploration rewards while keeping the completion rewards same.
Also, t5b frags, t4cc and t2a frags can be bought from glory store.. where do we get 6* shards?
You're missing like 200 6* shards.
Stop complaining.
Im guessing the data shows a large amount of completions but not explorations for UC players, does the data also track how many items are used for that single run through?
I know in the early days I brute forced through the boss because it was too far to go to give up.
Besides, unless you wanna spend vast amount of time just going over same bosses 3-7x, you get much lower rewards. Prior to this change, a relax players (such as myself) sat down once a month and just enjoyed the new story and champions for quite nice rewards, while giving up on the exploration, which gave better rewards, but for slower paced players the completion was sufficient to push them a bit forward. Now it is much less worth the effort to just complete the quest and leave it be.
Addirionally, idk if it's just me, but exploration is quite boring, unless the nodes are really well designed. And if not boring, completing one path gives very little satisfaction.
But enough complaints, here is how I'd do it: Keep the completuon rewards as they used to be and spread the exploration ones on the paths. This way players are motivated to take more difficult paths and achieve at least partial exploration, instead of just dwelling in one single chapter.
1) EQ should function in a way that you complete and explore the highest difficulty you think you can do.
2) Once you complete or explore that difficulty, it autocompletes all difficulties below it and gives you the rewards from that difficulty plus all the ones you would have gotten from the difficulties below them.
3) If you want to complete a higher difficulty later
3) Example 1: As a top tier player, I just want to explore Cavalier difficulty. Once I do that, I get all completion and exploration rewards from Cavalier, uncollected, master, heroic, and normal. All my difficulties say 100% completed and all the rewards were earned.
3) Example 2: As a mid-tier skilled player, I feel like I can only complete uncollected, once I complete it I get all the rewards from uncollected, master, heroic, and normal, as if I had completed those as well. Later in the month, I decide I want to fully explore cavalier difficulty because I got some good rank ups and lucky pulls, I would get all rewards from exploration from Cavalier, uncollected, master, heroic, and normal.
or you could go the less favored route and:
1. Make it so people can only complete one EQ per month and that difficulty includes or has rewards of the tiers below it.
Either way...the point here is to greatly reduce the pressure on the individual and long-term player burn-out. Why should people have to autofight so many difficultings (beginner, normal, heroic, and master) just to get the units anad t1as and shards and gold and whatnot? It's just crazy and takes away from time to play story content and other fun stuff.
Just pound sand.
And if you aren’t strong enough to do the content then do master exploration instead. Or just explore 1 or 2 chapters like Miike said.
Either way you slice it, the rewards are better for the majority of uncollected players who explore the content each month. I like having chapter rewards boosted. It makes me feel like each chapter has its own value and doesn’t make it feel like such a grind because the rewards are more gradual and come in sequentially.
But that’s just my opinion.
I don't really understand what problem people have with this reward structure.
Even if you do 1 path per day. You can explore first two chapters in 3 weeks. You get overall better rewards than the previous UC completion.
One thing that would go a long way: put 4 sig stones into each chapter completion and remove the 10 from 100%. You get two more stones for doing the whole thing (an insignificant sum considering side events) and they’re still available for clearing.
Loosely related: here’s where Kabam really blew it with Cavalier. Difficulties overlapped previously. You had to get to uncollected 2.2 to find act 5 difficulty champs and you finished with champs on par with 5.4. Cavalier has champs that sport higher health pools and attack than 6.1. I know the nodes allow certain champs to be more powerful than usual, but this is worse than we saw in Sasquatch expeditions, and it’s worse than 6.1. Sasquatch expeditions were a perfect chapter 1. 6.1 would’ve made a great chapter 2, and Herald difficulty would’ve been a strong chapter 3.