**WINTER OF WOE - BONUS OBJECTIVE POINT**
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
There is currently an issue where some Alliances are are unable to find a match in Alliance Wars, or are receiving Byes without getting the benefits of the Win. We will be adjusting the Season Points of the Alliances that are affected within the coming weeks, and will be working to compensate them for their missed Per War rewards as well.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
My issue with Summer of Pain
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Comments
https://forums.playcontestofchampions.com/en/discussion/269480/summer-of-pain-updated-june-16-14-00-pt/p12
I’m not sure where that link will take you, but my suggestion then Miike’s response is below, apparently they’d never considered it but he was going to mention it to the team and see if the functionality exists. So maybe something we could see in future!
Some form of the tech exists, but I’m sure it would need to be fine tuned for creating limits as opposed to simply measuring. I’d be very interested in this kind of thing.
Actually, I could come up with a few cool ideas here. Different buffs and debuffs occurring depending on which half of the arena you’re on so that you really have to manage where in the space you are for optimal play.
I’m not sure if you’re joking about using a 2*, but I’ve explained many times why that does not make content harder. It’s just more punishing.
I like having to think about a fight, go into it and try for a good 30 mins to absolutely nail it to be able to get it down.
That’s fair if you like this sort of content, but luckily this is a sort of game that can ( or should be able to) provide content for everyone.
You either beat it with the champ you brought in on that day or wait until tomorrow to try a different counter. People would probably use more revives trying to beat it that way and it would have been extremely painful w/o perfect cpounters.
The main reason it has been so easy for most is the unlimited number of entries to get to the fight - you can practice dozens of times to get it right. And with everyone and their mom doing such and collaborating it was never goin to be difficult in this format. The rewards are worth a few revives each fight if needed.
That cannot be done with marathon content like Abyss or Gauntlet... imagine needing to practice the Cyclops fight in Abyss and how many other marathon fights it would take to reach there with different counters.
Just to be clear I am okay with how it is currently, but to those disappointed may i suggest to kabam they do it my way next time
If we decide to make the requirements for Uncollected or Cavalier higher, we'd be changing the average strength of the players in that tier upward, which means the content in that tier would tend to be more difficult, which would also imply that the rewards in that tier would be higher, which would mean those players would advance to the next higher tier faster. That's all manageable, to a point, which makes the decision on where to draw the line for UC or Cav somewhat arbitrary (or responsive to other factors you want to manage).
But that's not true for TB. If we make the threshold for TB higher, making the average player stronger, we can't just make the content harder and the rewards higher. If we do, we don't accelerate them to the next tier, we accelerate them faster to the wall, a wall you cannot just hand wave away. We see that with players complaining about duplicating max sig 6* champs. The next progress tier doesn't exist yet, so those duplications cannot earn progress in the next tier. They just have to stay there at the soft cap until that changes.
(If you want to argue that's not actually necessary that's a separate discussion, but for our purposes here it is enough to believe the devs believe this, because that's what will drive their decision making here).
The smaller a wedge of the top tier players the highest progression tier encompasses, the more you amplify the problem of how you make anything relevant to them, meanwhile you're expending more and more energy on a tinier and tinier slice of players. And you would be running out of reward budget at the top faster than you want to introduce new higher progress tiers.
To put it bluntly, you'd be trading all the crying from Cavalier players who think they deserve to be TB because they are "almost" at their first R3, for a lot more crying from TB players who think the rewards for TB content are too low for the difficulty they are targeted at, because while difficulty could be adjusted upward easily, commensurate rewards for that higher difficulty are not as easy to simply add to the game.
More specifically, when was the last time there was some genuinely challenging content that didn’t feel overhyped? I’ll give you a hint, most end game players will tell you (with no hint of a whine) that it was the Abyss, act 6 or the Maze. One of them was 18 months ago, one was 16 months ago and one was 2 and a half years ago.
So how rare does end game content get before it’s actually ok to ask what about me? The way you say not everything is always about you implies that I am swimming with hard, challenging content that I feel is aimed at me. But when you take a look at the content being offered to me, well, it’s just not matching your narrative.
But you’d argue that that’s fine, because End game players get 4 pieces of content in 2 and a half years.
I’m not arguing that every piece of content should be aimed at end game players, but a little more than once every 7 and a half months would be appreciated.
Variants, monthly EQ, 7.1 and 2 were not challenging or the content I would enjoy as much as what I’m pretty reasonably suggesting. While end game players can do that content, it is not FOR them. And kabam has confirmed this multiple times.
I’m glad you enjoy that content, and while I enjoy it, I’d rather something that challenged me. Carina’s challenges had maybe 4 of them that were actually challenging and not just use lower star level where they aren’t supposed to be used, which is essentially a juiced up version of “Just use 3* champions”, not a challenge.
I wish you didn’t have to resort to the classic “you’re just whining excuse”, to someone who is actually just giving feedback on a game they enjoy. It would add a lot more to the discussion and to your character.