I think it’s good. Easier to do initial because it’s fluid with all champs making less of a meta. I feel it’s a lot harder to explore unless you have a developed roster which works well.
Ugh, these threads. So dramatic, and an opportunity for a non-subtle flex.
It's not "easy". I've explored all content in the game 100%, I find this on-par with 6.3 / 6.4 in terms of exploration. I'm officially at the 51% explored mark, and there are some very challenging paths that require a developed roster.
Let's not get all melodramatic. There is maybe 0.5% of the playerbase that can complete this content itemless and "faceroll" it, but should act 7 be made for the 0.5%? No, it should be made for Thronebreakers, and should be aimed somewhere in the middle of that group.
Story content is not optional, it HAS to be done. Anything else is optional. Challenges, optional side quest are "fair game" to be more challenging. Not permanent content. I saw you used revives, if it wasn't challenging and so easy, why the revive? It is the attitude shift, that is all. Want to make it more challenging? play with one hand. Stop complaining for difficulty of story content that everyone has to go through to progress. It is meant to be fun, and not overly hard.
There's a big difference between "Difficult" and "BS". Let's compare Act 6 ideology to Act 7 ideology.
6.1 Sabre: You can't dash back more than twice, so you have to block hits of his specials while he has oscillate which means lots of block damage.
6.2 Sinister: You have to have buffs to do damage, but we're going to punish you for having buffs.
6.2 OR: You get degened by the global, so OR is going to melt you.
6.2 Mordo: Crazy power gain and a defensive state so you're likely to die, and when you do, your whole team will suffer. Not to mention you're going to die from the global unless you use tons of heavies, but you can't attack him while he's stunned.
6.2 No Retreat Champion: Extremely high block pen and a phase where you get stunned if you make any contact while he's unstoppable, but you get punished for dashing back.
6.3 CAIW: He will throw a Sp3, but most power controlling abilities will be glanced.
Not to mention the vast amount of BS path fights like 6.1.6 and 6.2.5 Electro, 6.2.6 Killmonger, 6.4.1 Gwenpool, and whole paths like Can't Stop Won't Stop. These are just a few of many. For a much better and in-depth analysis, I can't possibly do any better than this man right here: https://forums.playcontestofchampions.com/en/discussion/226119/act-6-focus-group-feedback/p1
Meanwhile in Act 7:
You'll take debuffs on this path, but if you use this type of champ in a certain way, you can shrug the debuffs.
You need this type of debuff to do damage, but if you use this kind of champ in a certain way, you can place that debuff.
You need this type of buff to do damage, but if you use this type of champ in a certain way, you can get that buff.
See a pattern here? Act 6 hurts you for the very thing it requires of you while Act 7 has found that perfect combination of roster and skill dependancy and in trade, you get damage boosts. I couldn't possibly ask for more.
There's a big difference between "Difficult" and "BS". Let's compare Act 6 ideology to Act 7 ideology.
6.1 Sabre: You can't dash back more than twice, so you have to block hits of his specials while he has oscillate which means lots of block damage.
6.2 Sinister: You have to have buffs to do damage, but we're going to punish you for having buffs.
6.2 OR: You get degened by the global, so OR is going to melt you.
6.2 Mordo: Crazy power gain and a defensive state so you're likely to die, and when you do, your whole team will suffer. Not to mention you're going to die from the global unless you use tons of heavies, but you can't attack him while he's stunned.
6.2 No Retreat Champion: Extremely high block pen and a phase where you get stunned if you make any contact while he's unstoppable, but you get punished for dashing back.
6.3 CAIW: He will throw a Sp3, but most power controlling abilities will be glanced.
Not to mention the vast amount of BS path fights like 6.1.6 and 6.2.5 Electro, 6.2.6 Killmonger, 6.4.1 Gwenpool, and whole paths like Can't Stop Won't Stop. These are just a few of many. For a much better and in-depth analysis, I can't possibly do any better than this man right here: https://forums.playcontestofchampions.com/en/discussion/226119/act-6-focus-group-feedback/p1
Meanwhile in Act 7:
You'll take debuffs on this path, but if you use this type of champ in a certain way, you can shrug the debuffs.
You need this type of debuff to do damage, but if you use this kind of champ in a certain way, you can place that debuff.
You need this type of buff to do damage, but if you use this type of champ in a certain way, you can get that buff.
See a pattern here? Act 6 hurts you for the very thing it requires of you while Act 7 has found that perfect combination of roster and skill dependancy and in trade, you get damage boosts. I couldn't possibly ask for more.
Why do people on here think variants are not hard? 🤔
because other than v1 they are not.
That’s subjective. Don’t forget that you and a fair few of the people on this forum are surfing far ahead of the curve in both skill and roster. The nature of your demographic is that content designed to truly challenge you wouldn’t really achieve it’s goal in most cases because if it is too hard or there’s BS in it unitman will come out which defeats the purpose of creating the challenge. I’m not criticising using items/units but the nature of the leading edge is that they need the resources from the content immediately to stop falling themselves falling behind. Things like legends rewards don’t help here either because they encourage you to smash 3 months worth of dev work in as fast a time as possible.
There's a big difference between "Difficult" and "BS". Let's compare Act 6 ideology to Act 7 ideology.
6.1 Sabre: You can't dash back more than twice, so you have to block hits of his specials while he has oscillate which means lots of block damage.
6.2 Sinister: You have to have buffs to do damage, but we're going to punish you for having buffs.
6.2 OR: You get degened by the global, so OR is going to melt you.
6.2 Mordo: Crazy power gain and a defensive state so you're likely to die, and when you do, your whole team will suffer. Not to mention you're going to die from the global unless you use tons of heavies, but you can't attack him while he's stunned.
6.2 No Retreat Champion: Extremely high block pen and a phase where you get stunned if you make any contact while he's unstoppable, but you get punished for dashing back.
6.3 CAIW: He will throw a Sp3, but most power controlling abilities will be glanced.
Not to mention the vast amount of BS path fights like 6.1.6 and 6.2.5 Electro, 6.2.6 Killmonger, 6.4.1 Gwenpool, and whole paths like Can't Stop Won't Stop. These are just a few of many. For a much better and in-depth analysis, I can't possibly do any better than this man right here: https://forums.playcontestofchampions.com/en/discussion/226119/act-6-focus-group-feedback/p1
Meanwhile in Act 7:
You'll take debuffs on this path, but if you use this type of champ in a certain way, you can shrug the debuffs.
You need this type of debuff to do damage, but if you use this kind of champ in a certain way, you can place that debuff.
You need this type of buff to do damage, but if you use this type of champ in a certain way, you can get that buff.
See a pattern here? Act 6 hurts you for the very thing it requires of you while Act 7 has found that perfect combination of roster and skill dependancy and in trade, you get damage boosts. I couldn't possibly ask for more.
Act 6 is hard, Act 7 is easy. Glad we agree.
I think what has happened is that people have got used to the idea that ‘hard’ content is ‘BS’ content. Most of what he quoted there resulted in either brute force through units, limiting you to 2-3 counters out of a potential ~160 or straight up penalisation. This iteration of Act content rewards you for playing in a certain, usually skilful way, but doesn’t overtly penalise you for not being able to meet these exacting conditions. If you take the can’t stop won’t stop in 7.1 compared to 6.3 IIRC you’ve got a far more rounded piece of content: 6.3 - Ignore the node and do minimal damage - direct counters can be counted on one hand. 7.2 Ignore the node and do minimal damage. Incorporate heavy attacks while using mystics and gain unstoppable, or manage the unstoppable timers and gain unstoppable.
Personally, I’d rather the fun rather than just use Magneto.
It's the first chapter guys, Act 6 was able to get a lot harder from 6.1 to 6.4 so I have no doubt that it will get harder in later chapters
6.1 was already *hard*, the increase in difficulty from 6.1 to 6.4 was not that large.
You guys really operate on a different plane of reality, don't you? 6.1 was quite the breeze for me (probably waited too long to do it tbh), but 6.2 took and 6.3 is currently taking a lot more effort on my part.
6.3 and 6.4 really rnt that bad anymore
Dude, I'm in the middle of 6.3 atm. I know for a fact that it is quite a lot more challenging than 6.1. Because I've done 6.1, even with a much less developed roster than I have now, and am not blind. Y'all can stop trying to convince me of something I know not to be true.
Why do people on here think variants are not hard? 🤔
because other than v1 they are not.
That’s subjective. Don’t forget that you and a fair few of the people on this forum are surfing far ahead of the curve in both skill and roster. The nature of your demographic is that content designed to truly challenge you wouldn’t really achieve it’s goal in most cases because if it is too hard or there’s BS in it unitman will come out which defeats the purpose of creating the challenge. I’m not criticising using items/units but the nature of the leading edge is that they need the resources from the content immediately to stop falling themselves falling behind. Things like legends rewards don’t help here either because they encourage you to smash 3 months worth of dev work in as fast a time as possible.
I know it is subjective, it is almost like we have *progressed* further than others, and probably have differnt needs in *progression*
I wish I could empathize more with the players who wish this was more difficult. I've only done 2 paths so far and I'm finding it, dare I say, fun. Feels waaay less restrictive and not chock full of bs. Its a weird feeling for sure in that I'm not accustomed to actually enjoying SQ (its been a minute for sure) but I like it!
Why do people on here think variants are not hard? 🤔
because other than v1 they are not.
That’s subjective. Don’t forget that you and a fair few of the people on this forum are surfing far ahead of the curve in both skill and roster. The nature of your demographic is that content designed to truly challenge you wouldn’t really achieve it’s goal in most cases because if it is too hard or there’s BS in it unitman will come out which defeats the purpose of creating the challenge. I’m not criticising using items/units but the nature of the leading edge is that they need the resources from the content immediately to stop falling themselves falling behind. Things like legends rewards don’t help here either because they encourage you to smash 3 months worth of dev work in as fast a time as possible.
I know it is subjective, it is almost like we have *progressed* further than others, and probably have differnt needs in *progression*
It’s nothing about progression. It’s about game design viability and the mindset that has been manufactured in the prestige race that everything must be completed within 24 hours and if it hasn’t cost you an Odin to explore it is by definition easy because the peons who don’t spend so much can also complete it.
Imagine reading past the first sentence, wouldn’t that be a miracle, that’d be a nice one to factor into your own progression curve.
It's just not profitable for Kabam to have the acts be anywhere near as hard as act 6 was. People are still saying act 6 was difficult post nerf. I actually really enjoyed act 7. I just don't think that getting hit 3 times with 45k health and instantly dying is fun which is the only thing that would be a challenge to the top 20 alliance guys.
I had people in my alliance explore everything and use less than 5 revives total. Unfortunately there is no middle ground.
Hypothetically if there ever an option for people who want ultra hard story content to opt for it in game and for those that want the current version to opt for their own version of story content with same rewards, I can almost near guarantee none of these folks ( who're crying about the difficulty being less on forums ) would choose to do the ultra hard content 😎😎
It depends on how it was structured. If the rewards were the same for both no, because while we like a challenge we are also people who believe the rewards should match the effort.
However if it was setup so that you could do both but only got the rewards once then we would probably do both, just the easier for the rewards. If you could only do one, but the rewards were scaled if you did the harder mode probably every one of us would do the harder one.
Evidence, variants.
Agreed
But the major takeaway has to be that you're basically saying hard content exists in game in form of variants, which we have another one coming in a week I think, then why is there a problem with story content being a little vanilla for you're taste? You have 6 pieces of content to suit your style of enjoyment.🤔
Logical thing would be to let one part be tough and one not so tough so that all can enjoy their own little piece of the battle realm right? 🤗🤗
Makes sense to me, separate hardcore sweaty boys and girls with variants. 🤞🤞
No, I am not saying any such thing. Variants are not hard, however they have 2 difficulty modes, an easy, classic mode and a more difficult variant mode. I never do the classic mode and only do the variant mode.
Also no that would cause even more problems, because the harder mode would have better rewards, and that would cause the exact same situation as now. The issue has always been about the people not ablle to do the content wanting the rewards for the harder content without doing harder content.
If what you said was true, variant 1 would've been nerfed long ago
Why do people on here think variants are not hard? 🤔
because other than v1 they are not.
That’s subjective. Don’t forget that you and a fair few of the people on this forum are surfing far ahead of the curve in both skill and roster. The nature of your demographic is that content designed to truly challenge you wouldn’t really achieve it’s goal in most cases because if it is too hard or there’s BS in it unitman will come out which defeats the purpose of creating the challenge. I’m not criticising using items/units but the nature of the leading edge is that they need the resources from the content immediately to stop falling themselves falling behind. Things like legends rewards don’t help here either because they encourage you to smash 3 months worth of dev work in as fast a time as possible.
I know it is subjective, it is almost like we have *progressed* further than others, and probably have differnt needs in *progression*
It’s nothing about progression. It’s about game design viability and the mindset that has been manufactured in the prestige race that everything must be completed within 24 hours and if it hasn’t cost you an Odin to explore it is by definition easy because the peons who don’t spend so much can also complete it.
Imagine reading past the first sentence, wouldn’t that be a miracle, that’d be a nice one to factor into your own progression curve.
Exactly, couldn't have said it better. No matter what kind of content is thrown at you, you have the most top notch champions and skill that you've had a lot of time to cultivate for, to complete it at within a day.
What you are asking for is technically content specifically made and catered to people that can be counted maybe on fingers.
The fact that OP had to use revives itself means it's not easy (even if it was just to go through content), the only reason you can afford to throw revives like that is because you have stashed them for a long time or have the finance to support it.
Why do people on here think variants are not hard? 🤔
because other than v1 they are not.
That’s subjective. Don’t forget that you and a fair few of the people on this forum are surfing far ahead of the curve in both skill and roster. The nature of your demographic is that content designed to truly challenge you wouldn’t really achieve it’s goal in most cases because if it is too hard or there’s BS in it unitman will come out which defeats the purpose of creating the challenge. I’m not criticising using items/units but the nature of the leading edge is that they need the resources from the content immediately to stop falling themselves falling behind. Things like legends rewards don’t help here either because they encourage you to smash 3 months worth of dev work in as fast a time as possible.
I know it is subjective, it is almost like we have *progressed* further than others, and probably have differnt needs in *progression*
It’s nothing about progression. It’s about game design viability and the mindset that has been manufactured in the prestige race that everything must be completed within 24 hours and if it hasn’t cost you an Odin to explore it is by definition easy because the peons who don’t spend so much can also complete it.
Imagine reading past the first sentence, wouldn’t that be a miracle, that’d be a nice one to factor into your own progression curve.
Exactly, couldn't have said it better. No matter what kind of content is thrown at you, you have the most top notch champions and skill that you've had a lot of time to cultivate for, to complete it at within a day.
What you are asking for is technically content specifically made and catered to people that can be counted maybe on fingers.
The fact that OP had to use revives itself means it's not easy (even if it was just to go through content), the only reason you can afford to throw revives like that is because you have stashed them for a long time or have the finance to support it.
For the rest of us, every single revive counts.
Everyone questioning because I was honest and used 3 revives
I had 19 L3s, and 20 L3s from compensation, and did not prepare before release on the paths. If I wanted to do it reviveless, I could have, its just not an effective use of time when you have items that are going to expire (thanks for the compensation Kabam) regardless.
Why do people on here think variants are not hard? 🤔
because other than v1 they are not.
That’s subjective. Don’t forget that you and a fair few of the people on this forum are surfing far ahead of the curve in both skill and roster. The nature of your demographic is that content designed to truly challenge you wouldn’t really achieve it’s goal in most cases because if it is too hard or there’s BS in it unitman will come out which defeats the purpose of creating the challenge. I’m not criticising using items/units but the nature of the leading edge is that they need the resources from the content immediately to stop falling themselves falling behind. Things like legends rewards don’t help here either because they encourage you to smash 3 months worth of dev work in as fast a time as possible.
I know it is subjective, it is almost like we have *progressed* further than others, and probably have differnt needs in *progression*
It’s nothing about progression. It’s about game design viability and the mindset that has been manufactured in the prestige race that everything must be completed within 24 hours and if it hasn’t cost you an Odin to explore it is by definition easy because the peons who don’t spend so much can also complete it.
Imagine reading past the first sentence, wouldn’t that be a miracle, that’d be a nice one to factor into your own progression curve.
Exactly, couldn't have said it better. No matter what kind of content is thrown at you, you have the most top notch champions and skill that you've had a lot of time to cultivate for, to complete it at within a day.
What you are asking for is technically content specifically made and catered to people that can be counted maybe on fingers.
The fact that OP had to use revives itself means it's not easy (even if it was just to go through content), the only reason you can afford to throw revives like that is because you have stashed them for a long time or have the finance to support it.
For the rest of us, every single revive counts.
Everyone questioning because I was honest and used 3 revives
I had 19 L3s, and 20 L3s from compensation, and did not prepare before release on the paths. If I wanted to do it reviveless, I could have, its just not an effective use of time when you have items that are going to expire (thanks for the compensation Kabam) regardless.
Not questioning you, because I know that you are easily skilled enough and have big rosters to easily cope up if you had planned.
You need to understand that for the current state of the game, you are maxed out, and giving story content tailored for the maxed out? That's unreasonable, for sure you should have other content tailored for people maxed out similar to abyss or even higher level, but story content should be progressive and difficult for the above average player but still be possible without maxing out.
OP would you rather have to fight Biohazard and freezer burn MODOK? Or aspect of war mercy Sabertooth.
Yes, a thousand times yes. I know I'm capable of figuring it out.
I have this big roster, and there's no need for it anymore.
Exactly. You no longer have to waste resources ranking up every single niche champ in game. You can focus on the fun aspect.
And having to have every single champ in game to do content is downright filthy
For some players, the difficulty IS the fun.
I'm fully aware that I am in the minority on this, but I play for extremely difficult content. Abyss was super fun, I loved it all. But that content is now very very rare.
I'm looking for content to keep me motivated, because if the next content does not require me to continue to progress, why bother?
OP would you rather have to fight Biohazard and freezer burn MODOK? Or aspect of war mercy Sabertooth.
Yes, a thousand times yes. I know I'm capable of figuring it out.
I have this big roster, and there's no need for it anymore.
Exactly. You no longer have to waste resources ranking up every single niche champ in game. You can focus on the fun aspect.
And having to have every single champ in game to do content is downright filthy
For some players, the difficulty IS the fun.
I'm fully aware that I am in the minority on this, but I play for extremely difficult content. Abyss was super fun, I loved it all. But that content is now very very rare.
I'm looking for content to keep me motivated, because if the next content does not require me to continue to progress, why bother?
I didn't find abyss fun but I got it done. I think Kabam just needs to have monthly side quests that can challenge you guys monthly. I think its an easy fix but I can't encourage Kabam to go back to how act 7 was before the change. I can't cosign that nonsense.
So I gotta say maybe you need a break from the game ,your prestige will still be relevant 4 months from now.
If they made a new V1, with 400k to 500k health pools, 20k minimum attack, pre nerf champion block penetration throughout, nodes like biohazard and feezerburn Nova, no retreat, global true strike and passive armour break to nerf ghost and quake, plus all the new root nodes and exclusively the most annoying champions.
You could take a team of 5, but they're locked in for the whole level or 24 hours and you are restricted as per AQ or AW to 6 energy and one more every 40 mins.
And the rewards were an abyss 100% Nexus (choice of 10 6*champs), rank 2-3 gem, generic 6*Awakening and perhaps 100 6* sig stones or similar OP rewards.
You'll have your Everest. It will take you a month to do, due to the 24 hour lock per level and 40 to 60 paths or so and it will be content that only those with multiple 6* can do and has exclusive rewards that 99.9% can't get.
But it's NOT the story.
It's separate content. Instead act 7 becomes something everyone can work towards without selling their lives to the game. The story becomes somewhat more accessible to everyone, rather than the dark souls approach that original act 6 took. It's a bit more normal.
Then they continue to release extreme variant versions for you high rollers.
In short, do you care enough about the story mode, specifically, to want it to be gated behind a difficulty that only a few can conquer? Or is it just having some content that is of the above variety?
Comments
It's not "easy". I've explored all content in the game 100%, I find this on-par with 6.3 / 6.4 in terms of exploration. I'm officially at the 51% explored mark, and there are some very challenging paths that require a developed roster.
Let's not get all melodramatic. There is maybe 0.5% of the playerbase that can complete this content itemless and "faceroll" it, but should act 7 be made for the 0.5%? No, it should be made for Thronebreakers, and should be aimed somewhere in the middle of that group.
I saw you used revives, if it wasn't challenging and so easy, why the revive? It is the attitude shift, that is all. Want to make it more challenging? play with one hand. Stop complaining for difficulty of story content that everyone has to go through to progress. It is meant to be fun, and not overly hard.
6.1 Sabre: You can't dash back more than twice, so you have to block hits of his specials while he has oscillate which means lots of block damage.
6.2 Sinister: You have to have buffs to do damage, but we're going to punish you for having buffs.
6.2 OR: You get degened by the global, so OR is going to melt you.
6.2 Mordo: Crazy power gain and a defensive state so you're likely to die, and when you do, your whole team will suffer. Not to mention you're going to die from the global unless you use tons of heavies, but you can't attack him while he's stunned.
6.2 No Retreat Champion: Extremely high block pen and a phase where you get stunned if you make any contact while he's unstoppable, but you get punished for dashing back.
6.3 CAIW: He will throw a Sp3, but most power controlling abilities will be glanced.
Not to mention the vast amount of BS path fights like 6.1.6 and 6.2.5 Electro, 6.2.6 Killmonger, 6.4.1 Gwenpool, and whole paths like Can't Stop Won't Stop. These are just a few of many. For a much better and in-depth analysis, I can't possibly do any better than this man right here:
https://forums.playcontestofchampions.com/en/discussion/226119/act-6-focus-group-feedback/p1
Meanwhile in Act 7:
You'll take debuffs on this path, but if you use this type of champ in a certain way, you can shrug the debuffs.
You need this type of debuff to do damage, but if you use this kind of champ in a certain way, you can place that debuff.
You need this type of buff to do damage, but if you use this type of champ in a certain way, you can get that buff.
See a pattern here? Act 6 hurts you for the very thing it requires of you while Act 7 has found that perfect combination of roster and skill dependancy and in trade, you get damage boosts. I couldn't possibly ask for more.
Things like legends rewards don’t help here either because they encourage you to smash 3 months worth of dev work in as fast a time as possible.
This iteration of Act content rewards you for playing in a certain, usually skilful way, but doesn’t overtly penalise you for not being able to meet these exacting conditions.
If you take the can’t stop won’t stop in 7.1 compared to 6.3 IIRC you’ve got a far more rounded piece of content:
6.3 - Ignore the node and do minimal damage - direct counters can be counted on one hand.
7.2 Ignore the node and do minimal damage. Incorporate heavy attacks while using mystics and gain unstoppable, or manage the unstoppable timers and gain unstoppable.
Personally, I’d rather the fun rather than just use Magneto.
Its a weird feeling for sure in that I'm not accustomed to actually enjoying SQ (its been a minute for sure) but I like it!
Imagine reading past the first sentence, wouldn’t that be a miracle, that’d be a nice one to factor into your own progression curve.
I had people in my alliance explore everything and use less than 5 revives total. Unfortunately there is no middle ground.
What you are asking for is technically content specifically made and catered to people that can be counted maybe on fingers.
The fact that OP had to use revives itself means it's not easy (even if it was just to go through content), the only reason you can afford to throw revives like that is because you have stashed them for a long time or have the finance to support it.
For the rest of us, every single revive counts.
I have this big roster, and there's no need for it anymore.
I had 19 L3s, and 20 L3s from compensation, and did not prepare before release on the paths. If I wanted to do it reviveless, I could have, its just not an effective use of time when you have items that are going to expire (thanks for the compensation Kabam) regardless.
You need to understand that for the current state of the game, you are maxed out, and giving story content tailored for the maxed out? That's unreasonable, for sure you should have other content tailored for people maxed out similar to abyss or even higher level, but story content should be progressive and difficult for the above average player but still be possible without maxing out.
I'm fully aware that I am in the minority on this, but I play for extremely difficult content. Abyss was super fun, I loved it all. But that content is now very very rare.
I'm looking for content to keep me motivated, because if the next content does not require me to continue to progress, why bother?
So I gotta say maybe you need a break from the game ,your prestige will still be relevant 4 months from now.
I think I'm done with the thread but I'll leave it with how I see things
Act 6 - was part of the end goal
Act 7 - no longer part of the end goal
New content must be created to fill the gap that was made.
If they made a new V1, with 400k to 500k health pools, 20k minimum attack, pre nerf champion block penetration throughout, nodes like biohazard and feezerburn Nova, no retreat, global true strike and passive armour break to nerf ghost and quake, plus all the new root nodes and exclusively the most annoying champions.
You could take a team of 5, but they're locked in for the whole level or 24 hours and you are restricted as per AQ or AW to 6 energy and one more every 40 mins.
And the rewards were an abyss 100% Nexus (choice of 10 6*champs), rank 2-3 gem, generic 6*Awakening and perhaps 100 6* sig stones or similar OP rewards.
You'll have your Everest. It will take you a month to do, due to the 24 hour lock per level and 40 to 60 paths or so and it will be content that only those with multiple 6* can do and has exclusive rewards that 99.9% can't get.
But it's NOT the story.
It's separate content. Instead act 7 becomes something everyone can work towards without selling their lives to the game. The story becomes somewhat more accessible to everyone, rather than the dark souls approach that original act 6 took. It's a bit more normal.
Then they continue to release extreme variant versions for you high rollers.
In short, do you care enough about the story mode, specifically, to want it to be gated behind a difficulty that only a few can conquer? Or is it just having some content that is of the above variety?