Maybe I'm missing the point but isn't it nice that V7 was fun?Also this looks like it is a roaster test as well. I don't see a problem with it.Just would have loved some more stuff geared to 6* champs.
If Kabam needs to bring the original act 7 out to stop all the crying about it being too easy at this point I won't complain. I will represent for the end game community and ask for it back because clearly this is what everyone wants. Just make sure the rewards match the effort.
If Kabam needs to bring the original act 7 out to stop all the crying about it being too easy at this point I won't complain. I will represent for the end game community and ask for it back because clearly this is what everyone wants. Just make sure the rewards match the effort. You’re confusing hard with fun. High attack =/= funNiche content that needs quake and ghost =/= fun Challenging content that makes you think, strategise and doesn’t punish you too much without rewarding = fun
If Kabam needs to bring the original act 7 out to stop all the crying about it being too easy at this point I won't complain. I will represent for the end game community and ask for it back because clearly this is what everyone wants. Just make sure the rewards match the effort. You’re confusing hard with fun. High attack =/= funNiche content that needs quake and ghost =/= fun Challenging content that makes you think, strategise and doesn’t punish you too much without rewarding = fun What exactly would you classify that as? There are lanes in Act 6 that follow what you say. But there are lanes that are niche as well.And when Act 6 got reduced attack values, most of the endgame players started complaining that it's too easy. Don't understand what exactly is challenging content. V7 isn't challenging as such I agree, but what is? Some say Act 6 pre nerf. But that was just boring in terms of attack values. But those same people count reduced attack values as easy.
If Kabam needs to bring the original act 7 out to stop all the crying about it being too easy at this point I won't complain. I will represent for the end game community and ask for it back because clearly this is what everyone wants. Just make sure the rewards match the effort. You’re confusing hard with fun. High attack =/= funNiche content that needs quake and ghost =/= fun Challenging content that makes you think, strategise and doesn’t punish you too much without rewarding = fun What exactly would you classify that as? There are lanes in Act 6 that follow what you say. But there are lanes that are niche as well.And when Act 6 got reduced attack values, most of the endgame players started complaining that it's too easy. Don't understand what exactly is challenging content. V7 isn't challenging as such I agree, but what is? Some say Act 6 pre nerf. But that was just boring in terms of attack values. But those same people count reduced attack values as easy. I fully admit different people find different things fun, for me, I enjoyed the vast majority of act 6. I get why others didn’t, and fully accept that. act 6 really challenged me as a player, how to intercept, how to improve my skills. As a general rule, I didn’t like niche fights that were like ah well I’m gonna have to ghost this. I didn’t know how to quake when I 100%ed act 6 and in a way I’m glad, as I know I would have used her a hell of a lot. I think the reduction in attack values was a good idea, but I don’t think many of the fights needed changing personally. The nodes were largely challenging, the biggest problem was you could play perfectly and block damage killed you. Parrying too much killed you etc
If Kabam needs to bring the original act 7 out to stop all the crying about it being too easy at this point I won't complain. I will represent for the end game community and ask for it back because clearly this is what everyone wants. Just make sure the rewards match the effort. You’re confusing hard with fun. High attack =/= funNiche content that needs quake and ghost =/= fun Challenging content that makes you think, strategise and doesn’t punish you too much without rewarding = fun So give an example. I play the game just as much as you do and I don't understand what you want Kabam to do. Make it make sense because when you just say too easy to me that translates to I want the original act 7.
If Kabam needs to bring the original act 7 out to stop all the crying about it being too easy at this point I won't complain. I will represent for the end game community and ask for it back because clearly this is what everyone wants. Just make sure the rewards match the effort. You’re confusing hard with fun. High attack =/= funNiche content that needs quake and ghost =/= fun Challenging content that makes you think, strategise and doesn’t punish you too much without rewarding = fun So give an example. I play the game just as much as you do and I don't understand what you want Kabam to do. Make it make sense because when you just say too easy to me that translates to I want the original act 7. Please read the thread you are commenting on. I know that I personally have written out several examples of content that I found challenging and enjoyable. I believe @BitterSteel has as well. I will, yet again, provide a brief overview of some of the content I have mentioned earlier on this thread and elsewhere:Abyss Darkhawk, Bishop, Korg, and Karnak. These fights either taught me something new, or tested a skill like intercepts, timing, slow-rolling combos, etc.Grandmaster, the whole fight but specifically the final enrage phase which encouraged multiple rapid intercepts. John Mulaney Challenge. Not perfect, but still enjoyed it quite a bit and would be happy to see more of it.Big Head Mode: this is just fun and I want more of it, thank you.
If Kabam needs to bring the original act 7 out to stop all the crying about it being too easy at this point I won't complain. I will represent for the end game community and ask for it back because clearly this is what everyone wants. Just make sure the rewards match the effort. Some people were saying the original Act 71 beta was too easy in the beta. I don't think even that would do it. To be frank, if I didn't originally perceive the first 7.1 beta as oppressively difficult, the very top tier players aren't going to either.There's two versions of the "too easy" complaint. The first one is "I'm a mobile gaming god and I can do everything playing with my feet." And some of them might even be telling the truth. But they have to understand the game devs have to balance the game for mortals. It can no more target any significant amount of content at that level of skill than they can adjust the amount of ability description text to my reading speed.The other one is a different kind of complaint that is more understandable. Many players need aspirational content. They need both content that is so hard they cannot even do it, so they can work up to it (of course, they generally need it to be *just* out of reach so they can reach it on reasonable time scales) and they also generally need commensurate rewards to make the chase worthwhile.This kind of content is actually not unreasonable to make on its own. Making content only a tiny percentage of players will ever be able to play is impractical: dev time is not unlimited. But making aspirational content is more justifiable, because even though only a tiny percentage of players could do it today (that number might even be zero) eventually over time a larger and larger percentage of players will be able to do it. Whether they actually do it or not is a separate question, but at least all that dev time isn't going into something almost no one will play.The problem here is the rewards. For rewards to look reasonable to most players, it has to be, if not proportional to, then at least scale in some way with the difficulty. And the game balance problem for developers is that the rewards have to be high enough to entice the top tier players gunning for it today, but those same rewards have to be reasonable in a year or two when much less strong players will eventually reach it and attempt it. In theory someone might think that the same rewards should work fine for both groups, but in practice that's not true. Sometimes those rewards are way too high, sometimes they are anemically way too low, depending on how long it takes before a certain kind of player feels comfortable tackling that content.There's also the separate issue of any rewards you try to give the first wave of people tackling that content become very problematic for the devs trying to manage when the progress ladder extends upward. cf: Abyss rewards.While the first type of complaint probably has no solution, the second one I think can theoretically be addressed to a point. I can think of two ways to tackle that one, although whether the playerbase will accept them is a separate question. The first solution is to introduce very high difficulty content like the Abyss, say, but layer time limited objective rewards on top of it. So the intrinsic rewards for the content are balanced for the long term, but for players strong enough to tackle it when it launches, which means they cannot readily adjust to or try to "outlevel" it, there are bonus rewards for pushing to complete it immediately. This allows you to balance rewards for the initial case where the content is explicitly tuned to the strongest players that exist at the time it is launched, and the downstream case where players are, or at least can be much stronger than that (and thus the difficulty will be lower).The second possibility is what I originally suggested for Act 6. Although I made the case very strongly that Act 6 (and Act 7 beta) difficulty was completely broken compared to the game's progress curve, I did not suggest nerfing it. Since the devs already went through the trouble of making that content, it seemed counter-productive to spend time basically removing higher difficulty content from the game. Rather, I suggested layering into Act 6 an "easy mode" completion option to prevent it from being a roadblock to player progress. If it is not a roadblock to progress, its difficulty can be almost anything because players now have an opportunity to do it whenever they want to. It becomes more optional. The mechanism I suggested was to use boosts explicitly crafted to lower the difficulty in that content in specific ways, such that if you use them the game detects this and disqualifies you from the higher tier rewards, but that's just a technical detail. There's lots of mechanisms that would ultimately do the same thing.Instead of having to make easy content and hard content, which is time consuming and limits how much the devs can make of either, you just make hard content and then you pseudo-nerf it with player options, which is much easier and quicker. This allows the devs to spend more time on hard content than would otherwise be practical. It doesn't completely solve the problem of balancing the rewards, but it offers a partial solution to eliminating the problem of one-size-fits-all rewards.
Let me guess. I bet everyone saying that it's too easy have invested hundreds or thousands into their account and have completed Act 7 as well. Have a robust Roster with a bunch of maxed out 5* and R2 or R3 6*s. Or if FTP have been playing for like 4 or 5 years to get here. Do you want content that never gets played unless you have been playing the game for like 4 years lol. I do think they should make an Abyssal difficulty for these though for everyone who wants it harder and want to spend units on content with better rewards.
To be constructive I’m missing fights I want to do again. Fights I would repeatedly run with zero rewards just because they are challenging or fun. Not asking for beyond old act 6 punishment just something technically engaging, a bit of node timer spinning plates, an exercise in intercepts or counter attack timing and spacing, a problem to solve where the solution is not literally spelled out for you and neatly gift wrapped within the global Boost. Stuff like:ChampionGrandmasterHydra AdaptoidBane xbonesAbyss cyclopsCav eq Jane fosterNameless thanosShow up surferCav eq voidVariant 2 venomVariant 4 electroFor me there’s been nothing exciting in variants lately just cheese upon cheese all nicely laid out on a plate with full instructions and bosses that are more vanilla than the path fights.
Kabam realistically could crank out the original act 7 pretty easily.
As someone who went through all variants on a mini account with limited roster recently, i can safely say variants are just getting easier. There are no two ways about it. You just start with the latest and progress all the way to v1. That’s how difficulty is. Nothing to do with roster progression.
If Kabam needs to bring the original act 7 out to stop all the crying about it being too easy at this point I won't complain. I will represent for the end game community and ask for it back because clearly this is what everyone wants. Just make sure the rewards match the effort. Some people were saying the original Act 71 beta was too easy in the beta. I don't think even that would do it. To be frank, if I didn't originally perceive the first 7.1 beta as oppressively difficult, the very top tier players aren't going to either.There's two versions of the "too easy" complaint. The first one is "I'm a mobile gaming god and I can do everything playing with my feet." And some of them might even be telling the truth. But they have to understand the game devs have to balance the game for mortals. It can no more target any significant amount of content at that level of skill than they can adjust the amount of ability description text to my reading speed.The other one is a different kind of complaint that is more understandable. Many players need aspirational content. They need both content that is so hard they cannot even do it, so they can work up to it (of course, they generally need it to be *just* out of reach so they can reach it on reasonable time scales) and they also generally need commensurate rewards to make the chase worthwhile.This kind of content is actually not unreasonable to make on its own. Making content only a tiny percentage of players will ever be able to play is impractical: dev time is not unlimited. But making aspirational content is more justifiable, because even though only a tiny percentage of players could do it today (that number might even be zero) eventually over time a larger and larger percentage of players will be able to do it. Whether they actually do it or not is a separate question, but at least all that dev time isn't going into something almost no one will play.The problem here is the rewards. For rewards to look reasonable to most players, it has to be, if not proportional to, then at least scale in some way with the difficulty. And the game balance problem for developers is that the rewards have to be high enough to entice the top tier players gunning for it today, but those same rewards have to be reasonable in a year or two when much less strong players will eventually reach it and attempt it. In theory someone might think that the same rewards should work fine for both groups, but in practice that's not true. Sometimes those rewards are way too high, sometimes they are anemically way too low, depending on how long it takes before a certain kind of player feels comfortable tackling that content.There's also the separate issue of any rewards you try to give the first wave of people tackling that content become very problematic for the devs trying to manage when the progress ladder extends upward. cf: Abyss rewards.While the first type of complaint probably has no solution, the second one I think can theoretically be addressed to a point. I can think of two ways to tackle that one, although whether the playerbase will accept them is a separate question. The first solution is to introduce very high difficulty content like the Abyss, say, but layer time limited objective rewards on top of it. So the intrinsic rewards for the content are balanced for the long term, but for players strong enough to tackle it when it launches, which means they cannot readily adjust to or try to "outlevel" it, there are bonus rewards for pushing to complete it immediately. This allows you to balance rewards for the initial case where the content is explicitly tuned to the strongest players that exist at the time it is launched, and the downstream case where players are, or at least can be much stronger than that (and thus the difficulty will be lower).The second possibility is what I originally suggested for Act 6. Although I made the case very strongly that Act 6 (and Act 7 beta) difficulty was completely broken compared to the game's progress curve, I did not suggest nerfing it. Since the devs already went through the trouble of making that content, it seemed counter-productive to spend time basically removing higher difficulty content from the game. Rather, I suggested layering into Act 6 an "easy mode" completion option to prevent it from being a roadblock to player progress. If it is not a roadblock to progress, its difficulty can be almost anything because players now have an opportunity to do it whenever they want to. It becomes more optional. The mechanism I suggested was to use boosts explicitly crafted to lower the difficulty in that content in specific ways, such that if you use them the game detects this and disqualifies you from the higher tier rewards, but that's just a technical detail. There's lots of mechanisms that would ultimately do the same thing.Instead of having to make easy content and hard content, which is time consuming and limits how much the devs can make of either, you just make hard content and then you pseudo-nerf it with player options, which is much easier and quicker. This allows the devs to spend more time on hard content than would otherwise be practical. It doesn't completely solve the problem of balancing the rewards, but it offers a partial solution to eliminating the problem of one-size-fits-all rewards. I'm okay with your suggestions as well. I'm in camp #2 by the way. I'm an aspirational content kind of guy. I never intended to finish abyss until I had a r4 Aegon but things got so slow I stacked up to 20k units so I finished Abyss because it was convenient. I'm a much better player since I learned quake and turned my alliance into a top 30 Alliance but I'm just saying that Kabam realistically could crank out the original act 7 pretty easily. We got all of act 6 in practically a year and they all released within 3-4 months for each chapter. Making that style of content available with better rewards is probably the easier solution but I think yours sounds better. @Wicket329 had the best suggestion but the type of content he wants takes a lot of thought and I don't think the devs can make it at the level of consistency that we would want.
Now I already hear what you’re saying, that’s a lot of dev time and resources, and you’re right. Developing four of these big boys per year would be a Herculean effort for sure. Which is why I suggest that they repeat. Spring EQ will always be Spring EQ. If you weren’t able to beat it the first time it came through, that’s okay! It’ll be back next year and you’ll be in a far better place to tackle it. Minor tweaks can be made year to year if it’s starting to feel dry or there were particular aspects of it that just didn’t meet design intent, but the goal would be that once it is set, then there’s no need to invest further dev resources into it and now we’ve got a self-refreshing piece of pinnacle content.
Kabam realistically could crank out the original act 7 pretty easily. Developers hate wasting dev time. Maybe in a year or two we could ask for OG 7.1 to be released as variant content.