**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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Comments
All we know is, someone might leave.
My thing is just anytime anyone seems to run into anything they actually have to think about now, it's just make as much noise about it as possible until it gets changed. If story, AQ, AW, etc... isn't supposed to be remotely challenging, what is? You can clear the vast majority of the paths with 4/40 4*s. If someone is cavalier and can't scrounge up 4/40 options, what are they doing with the title to begin with?
I'm not asking for something so difficult that it's getting close to roadblocking even rosters like mine but the newest hardest difficulty of EQ also shouldn't be so brain dead simple that late game players should be bored out of their minds with it on day 1 either.
As far as reward amounts and structure, I personally think they're fine. If enough people don't and they get increased then cool, bonus for me as well. My primary focus on the whole thing has been the quest design which I think is great and not remotely as restrictive as people are making it out to be. If 4/40 champs can easily get through most of it as long as you're using the right ones, this isn't that tough.
If they believe the loss of some players is acceptable by making content easy to either keep the bulk or attract new players they will make it easy. Or, if they believe increasing the difficulty level suits game growth and player attraction better they’ll do that.
It stinks for the opposite side of either outcome but thems the breaks.
the progression was NOT meant to be this quick. Kabam stated when Abyss came out that the content was NOT created to get through in one day. but the extremist players out there of course ran through it and called all content after "easy".
and this is coming from someone who is an end game player himself. i don't want the game to simply cater to what I think is a challenge etc. i'm fine with the content right now as it holds something for everyone on every level.
it has to have balance as Mr. Miyagi would say.
The monthly event quest was fun for sure and interesting for the highest level of players. I agree that is was perfectly designed as well and my only real complaint is time investment which means give me better rewards so I feel like playing an 8 hour event monthly.
There is no challenge in it, just take 5 r3's and blast through.
Yes, if you have every champ and 5 r3 6 stars all new content should be easy. Lol
You married your wife as she’s the girl of your dreams, but over the years and decades of being married most will tend to get bored to some extent. In a similar manner it’s just like difficulty levels, you definitely like it when it’s easy cos that allows you to coast through, but then the game loses meaning eventually as it offers up no new varieties of challenge to keep you engaged. Humans are inherently hard to satisfy, and we become easily bored when remaining within our comfort zone for far too long.
Which is why both married men and women still steal a glance at other attractive people every once in a while as it’s in our nature to always want something more. In the case of mcoc, it’s the desire to be continually challenged so that the game retains meaning and we are still motivated by the challenge to try and overcome whatever is thrown our way.
Plus it’s only with a challenging difficulty will one then be motivated to train and improve to bring our game to the next level and overcome said challenge. If not, then most of us wouldn’t even push ourselves and just be comfortable maintaining the status quo.
That being said, I find the restrictions to be rather complementary instead of in opposition to the current meta. I had so much fun trying to fully utilize the globals with the appropriate attackers to give myself that added advantage when 100 percenting cavalier.