**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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I don't want ultra hard content that causes me to pull my hair out or only be able to finish with tons of units because of "fun and interactive damage". I do want to be challenged, but I also want to have fun and not be stonewalled on content that is so extreme, only a small percentage can ever complete it (without going ham on units/items/spending) because that's demotivating.
Those who want extreme content are never going to be satisfied. They'll beat it, get rewards that push them even higher up the food chain and then they'll want more and more.
This is where tournaments and challenges should come into play. High score wins for the best of the best. I think that's what they intended with ally events like AQ and AW but they're stale now too. We need more summoner showdown types of events with arcade like high score point systems.
Otherwise, if you want crazy difficulty, hit up OG Donkey Kong, Pacman or Ghost&Goblins and come back when youve finished them completely. We'll see you in about...never, cause they get so hard almost no one can beat them and they stop being fun for most people as a result.
Super hard does not equal super fun. The act 6 and early act 7.1 feedback is proof of that in the MCOC world.
At the moment my rank 3s steam roll everything content wise in the game. I don’t want them on the bench.
Make it hard relatively for a rank 3.
If you can make content hard for 3*, you can scale that up so it would take the same amount of hits with a rank 3, same nodes, same relative difficulty.
Less sarcastically, as a player who has completed all of the content in the game, what am I grinding arena for? I have no need for 5* champions anymore, so no point in aiming for a top spot. I have no content to clear that would need items, so a unit grind doesn’t seem terribly appealing outside of trying to build-up for big sale events like July 4th. And, I cannot stress this enough, arena is *painfully* boring. I’ve worked in literal jails that looked more fun than a weekend arena grind. I’ll pop in every now and again to complete a solo objective or something, but good god do I hate arena.
When introduced, Variants were meant to expand the endgame experience, as per the blog post.
If kabam makes content that is hard for the people who want hard content, it is always in the game. If you can’t do it right away then you can come back to it. You satisfy the endgame by giving them a challenge, you satisfy the others by giving them something to work to and complete later.
If kabam makes content that is too easy for the end game players, then they are disappointed and never get their challenge. What’s the point ranking champions if you can’t use them in serious content? And then coming to the forums to voice concerns and they get told to just use 4*, an artificial, useless challenge that brushes off and doesn’t address any issue.
This here: this addresses why not just use lower ranked champions. Releasing a higher difficulty as they mention here would mean the same nodes, but higher health. That’s longer, not necessarily more difficult.
If I use a 4* archangel on the bleed path in variant 7, that will be a 45 hit fight instead of a 15 hit fight. There is nothing more difficult about that, just longer. A 50 hit difficult fight that is challenging because of the nodes is leaps and bounds more fun than a 100 hit fight with one node.
Another point backing why not just use lower champions, the risk of getting killed in one combo isn’t necessarily the challenge we want. If you fight winter soldier with a 2*, you’ll get killed in 1 combo, that is not fun.
The absolute biggest point here, variant content is permanent! You don’t have to do it straight away if it is too hard for you. Go away, come back stronger. Learn, don’t just complain.
Variant 7 is objectively easier, or at the very least, as easy as variant 1. That means in 3 years the only step up in endgame content is act 6 and Abyss. The reason there’s been less end game content is that a vocal minority who can’t do something have the attitude that if they can’t do it then it shouldn’t be in the game. There’s no concept of growth as a player.