**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.
Comments
Also, they need to figure out how to add hard content. Make it too hard and majority of your players aren't going to try it. Make it easy and you get complaints. They need to figure out a right spot. If they want, they can make it really hard. They can do so many things in game. But they need to look at the number of people doing content itself and see if it's viable for them as a company.
Hopefully Kabam has Summer of Pain level content ready to release tho. (For endgame players sake and sanity).
I mean, isnt that an endless form of content?
Is content meant to "flex" your skill as a player or give you enjoyment? What gives you enjoyment, the ability to flex, or ability to use different champions to finish a piece of content.
As to why you would grind arena, units. I have finished all content myself. I grind arena to keep units ready for offers, and the next abyss/ the next hard piece of content.
I am not a Kabam apologetic, but the company is giving out pieces of fun content now, which i can use multiple various options to complete. That for me, is fun.
My favorite thing in this game is the puzzle-solving. Discovering that perfect counter, figuring out a playstyle or tactic that gets you through a tricky encounter. I always point to the moment I figured out to backdraft intercept the Grandmaster during his final enrage phase, or when I managed to pull off the heal reversal takedown on Abyss Darkhawk as prime examples of times I really enjoyed the game. Figuring out how to game the mechanics in such a way to accomplish the goal gets that dopamine flowing for me. That’s what I’m looking for in new content. Fights that test my timing, or my positioning, or my game-sense, or whatever. That’s what makes this game great for me, and what I hope to see more of. And none of that can be found in the Arena.
Content doesn't get easier or harder just because players complain. Data drives that much more. The devs see what players play and what they don't play, how well they do and how well they don't do. None of us really knows how strong the players are overall, across the entire playerbase. But the devs do, because they see how well we do the content, and ultimately the game is made for all of those players collectively.
I'm not saying Variant 7 has the right difficulty or the wrong difficulty. What I am saying is that what has probably affected Variant 7's difficulty the most has been our track record on the other Variants, not forum complaints about difficulty being too high or low.
If we made true end game content that would be great but the complaints would be a lot more. Players need to make up their minds. I'm open to content more similar to act 6 but when it comes to variants not sure I want that based on the rewards. I think a whole new game mode with multiple difficulties where Cavalier status is truly end game would be the best option if you ask me. Also, the rewards need to match said difficulty.
Or to put it another way, what we say is feedback. But what we *do* is also feedback, and the devs listen to that feedback even more. It just isn't visible in a public forum for us to see as well.
Here's an example. After 12.0 did Dr. Strange suck? The overwhelming public sentiment was that yes, he did, and no one wanted to bother with him anymore. However, I was a bit skeptical because the one piece of hard data that I possessed said the players as a whole disagreed: his rerun arena cutoff scores. They were significantly above average for a rerun post 12.0, and significantly above other champs believed to be underperforming.
The devs know the publicly expressed sentiment, but they also have even better data than I have on how much he's actually pursued and used, or was back then. Which do you think the devs felt reflected Dr. Strange's true relative value among the playerbase as a whole back then. It was more the latter than the former. I'm not guessing.
If you have other content still remaining, you do have stuff to do. "easy" is a relative term. What would you find tough?
Labyrinth was end game content, now it is not really. But Kabam doesn't adjust the difficulty of Labyrinth to maintain its status as end game content. Similarly, the Variants planted a flag in the ground around where end game players were when they first arrived, but they aren't accelerating upward as fast as the players are for analogous reasons: the idea being that the Variants have similar rewards targeting similar difficulty. They are moving upward slightly (if in rewards moreso than difficulty) but at a much slower pace: the pace of general game inflation overall.
All content isn't targeted towards the midgame player, but a higher percentage of it is, because a higher percentage of players are in the midgame of progress. And this brings up a separate issue, the use of colloquial terms. Sometimes "end game player" refers to someone who has exhausted more or less all the content and progress milestones in the game. A literal end game player is hard to make content for because it is hard to create meaningful rewards for a literal end game player. By definition, they've done everything and thus don't need anything and all you can do is pile stuff around them like Smaug the Dragon padding his cave. But when we talk about "end game content" we're normally talking about a looser version of "end game player" as someone who is currently working on the last ladder rung of progress. In other words, he or she hasn't done it all, but they are working on the last thing(s). There's nothing higher than they are, but they haven't exhausted everything *where* they are. They might be grinding out the last paths of Abyss. They might still be building up their roster of R3s.
Most so-called "end game content" is targeting these folks, because they still have something to play for, and thus still have relevant rewards to their game progress, so content can be created with those rewards in it that makes sense within the game. Literal end game players also do this stuff, but it tends to be easier and the rewards less relevant, because everything is easy for them and everything is less relevant for them.
Rarely do you get content explicitly targeting the literal end gamers. It is so hard to generate rewards for them that are meaningful without being ridiculous, and remember that all permanent content that targets them today will be content that midgame players run tomorrow as the game itself advances. Those rewards have to be relevant to players that have everything, without being broken for players that don't in the future. It is just a problem that progressional games have with the literal (temporary) end game.
So most content targets the middle of the game because that's where the overwhelming majority of players live. And conversely much less content targets the very top of the game because it is difficult to make content meaningful to those players that will also pass the test of time as lower tier players catch up to that point of progress and it is no longer the actual end game.
The devs aren't going to come on the forums and correct people with graphs and charts. Instead they are just going to assume that the people who are absolutely certain something is happening that the game data says is definitely not happening simply have impaired judgment and thus lack credibility.
I'm always puzzled when people assert certainty about things they can't possibly be certain about, while being judged by invisible people who have all the answers in the back of the book. It seems to me to be highly counterproductive if you're trying to convince those invisible people to listen to your ideas.
1) Champion 6.2 nerf
2) Epic mods nerfs from AQ to hulk buster and the range of difficulty in said nodes.
3) The original act 7 being nerfed. I was in the beta and told them that it needed to get scraped if the game wanted to continue at this pace. You were also in those threads but you may not remember me.
There are others but that is a short few that you don't need verified evidence to claim, but if you play the game and have any type of knowledge on how certain changes can hurt the business it was clear and obvious what needed to change.
When it comes to variants I'm good with this direction. The rewards truly outweigh the work which I will never have a problem with. The next thing that Kabam needs to do is make a Throne breaker difficulty for side events that are actually end game material. We need side events like the maze that is open to everybody but humbling to most. That will give end gamers the boost in ego which they're seeking and give up and coming guys something to strive for from a skill and roster perspective. When the maze dropped I wasn't good enough to do more than the initial run without using several revives and I actually never finished. At this time there's nothing in the game that can compare outside of pre act 6.