**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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The only content that wasn't easy for end games was ROL, LOL, variant 1, and act 6. The rest of the end game content was relatively easy for the most highly skilled of players. ROL, LOL, and variant 1 I'm talking about when it first dropped. Obviously neither of those 3 are hard anymore.
Kabam should have a middle ground and just make side quests the level of difficulty as Summoner showdown or act 6 but make sure we have the rewards to match. No one would complain about that. Permanent content needs to be all inclusive because that is what would make people leave the game, hence why act 6 was nerfed so bad.
Personally, I decided to see just how difficult it was by doing the 4* challenge first. That was interesting; I kept getting my butt handed to me whenever I lazied out and didn't read or think about things carefully, which was entirely fair. The only fight I really thought was very restrictive - with 4* champs - was that crazy Magik. I had to bring her down with a combination of Void and Quake, and honestly I just gave up trying other options after a while, because I really wanted something else to work.
The fact that Cav can be completed with 4* champs by me, a pretty solid but not top tier player, suggests to me it isn't extremely restrictive in its roster requirements. The vast majority of Cav players should face a mix of some maps where they possess the optimum counters at high rank, some where they have the optimal counters but not ranked, and some where they don't have the optimal counters and will have to slog it out with a less optimal team. And Magik is the only fight where I think it is remotely possible that a Cav player has any reasonable chance to have *nothing* that could easily bring her down.
I think Cav is an interesting shift in difficulty, in that unlike most content a significant percentage of the difficulty is in the player's mind. Which is to say, most difficult content challenges roster, in that some champs are better suited than others. And they challenge skill, where the player needs to know how to effectively intercept, or parry, or whatever. And they challenge the player's strategic and tactical thinking, where the player needs to read the nodes, read the champ abilities, think about what will likely work or not work, and formulate a plan. *Most* of the time, the game challenges the first two, but doesn't challenge that last one a lot. This month's Cav challenges that last one far more than most of the content in the game, and that's a good thing. For players used to doing that, Cav probably seemed easier than average. For players not used to doing that, Cav probably seemed much harder than average.
I think players just need to get used to the game challenges being more balanced between twitch skill, roster checks, and game knowledge and strategy. There's going to be a learning curve, as there always is, but I think in the long run the players (most of them) will adapt, and the content will hopefully continue to evolve in that direction. It is way better than just cranking up the numbers until the player is vaporized every time they mistime a parry.
People want "challenging content" but they also want rewards that are proportional to that content and they also want that content continuously. You can't have that in the end game in many games because they break the reward structure.
It would be easy to make challenge content for the end game players. It would be hard to convince a producer to spend the time on something that would be targeting too tiny a slice of players, but it wouldn't be hard. But there would then be all the complaints about how "for the difficulty" the rewards need to match. But the game has a "reward budget" - an amount of rewards that can flow into the game at different tiers of game play over time. If you make monthly end game challenge content the rewards you can place in that content are 1/6th the size of rewards you can put in end game challenge content that comes out twice a year. It isn't that absolute, but that's a guiding principle of game reward economics.
So the more frequently it happens, the lower the rewards. Eventually you reach a point where it is impossible to make such content that has the difficulty necessary, the frequency desired, and also rewards that are psychologically acceptable.
End game players are running up against an invisible wall of reward limits. They can't see it, so they think it doesn't exist, and if it does it shouldn't exist. But it does, and it governs the kinds of content and rewards that the top 1% of the top 1% can get.
The same principle also governs why some players seem surprised that Cavalier rewards aren't blockbuster. They are balanced upon the same parameters.
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.
Act 6 as a whole was almost certainly looked at as an extension of the complaints about difficulty scaling in Book 2's initial beta. I don't know to what degree I played a role here, but I was one of those people who directly connected Book 2's initial difficulty to Act 6 difficulty, and I (eventually) presented a case for both Book 2 and Act 6 having too steep of a difficulty curve when seen together. I *suspect* that the complaints about Book 2 were connected to Act 6 and the devs decided to review Act 6 as part of the larger effort to reexamine what direction Book 2 should be taking.
Basically, once they decided to completely re-envision Book 2, they were almost forced to reexamine Act 6. Because it would be nonsensical for Act 6 to be the prerequisite for Book 2, and have Book 2's difficult be completely disconnected from Act 6.
Is that the direction to the future of the game now @Kabam Miike?
Kabam did EXACTLY what we asked for. The fight requirements were not niche at all.
Take 1.2 Diss Track for example That’s just too lenient. If those attack values go live, story mode is going to be a faceroll.
(And those who supposedly are “end game” and can 100% A7, will wonder why they’re getting their rear handed to them in war.)
That's one of the main reasons I was actually happy with Cav EQ. At least is was somewhat engaging even if not overly difficult. Because it looks like story is gonna be cruise control going forward
Maybe you all can learn from the complainers and become protest-men yourselves and say hey Kabam we want harder content. It's clearly a strategy that works, lets see how much people you can get on your side? Good luck lol.
If they only came out with uncollected difficulty content from now on. I would still play daily, I would still put in that TIME. Those that think cavalier is easy, think that it’s not worth the TIME.
Rewards rewards rewards! That’s what we really want. Keep coming out with more abbys like quests and do it more often. The big guys will be happy.
I don’t really Understand the whole “it shouldn’t be easy, life isn’t easy. Like doesn’t work that way” of thinking.
I agree, THIS isn’t life, it’s a game to get lost in, to waste TIME. Doing begginer-normal-heroic-master-uncollected-cavalier-elders bane or whatever else quest difficulty only takes TIME.
TIME to build a roster, TIME to play and replay those OVER and OVER and OVER and OVER.
Everyone argued that story content needed a huge tune down as its "progressional content". I didn't agree but fine, that's what we got now. Then it's AQ and AW. Okay well here we are with that as well mostly. Now it's the newest top difficulty of EQ. I just honestly don't understand what the point of wanting all these extra rewards even is now. For show? To say look at what I have? I really don't get it.
For the 11ty billionth time, I'm well aware I'm probably not much more than an above average player supported by a much much more than above average roster. If even all this stuff is simple for myself, what are all you guys who claim to be amazing at this game chasing?
I'm well aware I'm in the minority and that's fine. I'm not even saying I'm right and anyone else is wrong. Just saying I'm confused to what the goal even is at this point if absolutely everything in game is just going to be tuned down so that no one ever hits a wall and has to sit back and say maybe they're not ready for something yet. At that point, once you've built your account up to a certain level, what's the point of even playing?
I don't have your same kind of issues. My prestige is just under 11k but even if I use my skill t5cc (which I'm holding in hopes for NF) I will still only be 11.1k prestiege tops. This is that part that you're missing, more rewards and extra shards actually make a difference on my account and my team collectively for those that haven't finished Abyss which is unheard of at your level. I hope that explains why difficulty is not the most important thing for those us that aren't 13k prestige and Master war.
Is it once you are at the level that you want to be, then it's okay for content to be more difficult? I spent and pushed to get the roster I have to be prepared for whatever content comes next. If you don't even have to be prepared for anything new, what's the point of pushing in the first place? That's just what I don't get. It's not like getting some extra shards is going to let anyobe "catch up" to the big spenders. They'll always have what's in game along with whatever they spend on. I completely understand wanting to push yourself forward currently. I just don't really get what the end game is if everything is easy once you get "there".
I don't want to see people get completely stonewalled and road blocked in content they should actually be working on. I also don't want to see it get so simple that people just grind really hard for a few months to a year, finish everything, and then get bored bc there's nothing left to push for either. There has to be something that's still engaging in game on a regular basis for all players. Expecting the spenders and top tier players to only have something they can't sleep through every 3 years is just kind of silly.
Like I said I really thought they did well with the EQ, especially after I did some testing with 4*s. It seemed like a fun but still very reasonably manageable quest. If the rewards end up getting buffed, sweet. If they make some minor quest adjustments, fine as long as they stick with the direction they have for the most part. I just don't want to see everything watered down to the point of boredom is all. So far the book 2 beta seems pretty easy for me. Granted I'm aware at the options at my disposal. I'm gonna try to work through some of it with maybe less ideal options once I check some more of it out with what I would probably use once it's live.