**Attention Summoners**
Due to issues surrounding Defensive Tactics, points from the current matchup in Alliance Wars will be removed after the season.
War Rating will remain untouched.
We are reducing the minimum matchup cutoff from 5 to 4 for this season.
We will continue to monitor the impact of this decision.
Due to issues surrounding Defensive Tactics, points from the current matchup in Alliance Wars will be removed after the season.
War Rating will remain untouched.
We are reducing the minimum matchup cutoff from 5 to 4 for this season.
We will continue to monitor the impact of this decision.
The difficulty increase is ridiculous
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Comments
We often see posts “act 6 is too hard” or I can’t do this Variant what’s your advice. The prevailing advice is, be patient and do the monthly content and side quests. Build up your roster.
What advice do we give now. Do an easier monthly event quest with rewards that don’t do anything to progress accounts. So what’s the answer here? Unless you’re very highly skilled give up because this game isn’t for you? That doesn’t seem right. Or should the answer be look in the top right hand corner, go to the unit store and buy an Odin to use on revives.
If we don't get a bump up in rewards next month to match the extra time the higher difficulty will take I am done with this game. This game should be fun not a chore. Guess I should be happy it will save me 500+ on July 4th, another 500+ in November and another 500+ in December.
And if your answer to people who are providing feedback on difficulty is to not do content, then what is even the point of having this content? And I am not entirely sure if kabam wants people to stop doing content since that was one of the reason for them nerfing act 6 and simplifying future story acts. Not enough people were playing act 6.
Story is permanent content that people may need to build their accounts further to accomplish, temporary monthly content should just have higher difficulties added to match the higher progression tiers like how Story Quests get harder the higher you go, not making existing lower difficulties harder. Story Quest hasn't been made harder overall (although I do recall discussion about some path fights being made harder that Kabam attempted to justify with the overall Act 6 difficulty decrease) so why make EQ harder? If you reached a certain progression level you should continually be able to run the monthly content designed for that level without it being made harder.
This whole thing makes no sense and as usual Kabam refuses to explain things. If we do get any explanation later on it will likely just be some PR drafted statement that barely even addresses the actual issue and then a shut down of any further player comments because they somehow missed that this was not the right or fair thing to do but almost never go backwards on bad decisions because of the precedent it would set. I think the more conspiracy sounding posts saying they planned the larger initial difficulty increase just to be able to back it down very slightly to appease the majority who for some reason are then willing to accept it might be right.
Most of us go to school/work many hours of the day. We can use the energy to autofight certain content... and then focus with our energy at more appropraite times.
This is supposed to be a game, not something where I need to schedule my whole day around energy usage.
Filling in some details for you all:
The overall intention when adjusting difficulties:
"We wanted players' opponents to more closely match the power we (incorrectly) assumed those players had at their disposal. To get an idea of that power, we pulled data on what Rank/Rarity of Champion players were using in Monthly Content based on their PRG vs. The Difficulty they were playing in (Uncollected playing in Cavalier Difficulty vs. Uncollected player in Uncollected Difficulty). There was always the risk this data was overinflated by players sitting in a PRG longer than they were supposed to (especially in Uncollected and Cavalier) but we hadn't estimated how much they were hurting the high volume of players who were fresher to that difficulty."
This discovery is what lead to the follow up adjustment yesterday. The result was, "threat levels 1-3 had their health tuned down for the [side] Quest, and all difficulties of EQ had their health tuned down, with some attack modifications on Contender, Proven and Conqueror EQ."
Looking at EQ specifically:
"The champs in the early quests of some difficulties may have higher attack than they used to. The champs in the later quests though actually have less attack than they used to when looking at the old (December) tuning. We bumped up the baseline a bit but flattened stuff out as the EQ progresses."
To massively over-simplify... if we were to give each quest a difficulty value between 1-5, previous iterations would have been 1-2-3-4-5, now we're looking closer to 2-2-3-4-4.
"...Visibly despondent, Brandolini slips back into the shadows having failed to add another victim to his growing flock..."
Years into the game, we're now learning how to play the game and what a certain function's intended purpose is from an entity who submits his own opinion as the appeal to authority. They injected a motte and bailey fallacy into the discussion and when challenged they doubled down and repeatedly reinforced their position with a firehose of falsehoods and gish gallop. The ensuing mindless bickering is there for all to witness.
I'm loathe to follow the crowd on most occasions however, in this case the consensum gentium is both indisputable and irrefutable. As for the dissenting voices, Occam and his freshly sharpened implement patiently await their pound of flesh..
Has there been any discussion with the team concerning the reduced amount of iso we're receiving per completed path? Garnering iso and units is my primary motivation for playing the lower level EQs..
I read your previous submissions but admittedly only skimmed the aforementioned, highlighted contribution. To be frank, where the respondent either lacks the competency or can’t be bothered to observe the most basic rubric of correspondence (to wit paragraphs) it's akin to gazing at a visual eyesore. Moreover, having to put the legwork in to demarcate your ideas and opinions into decipherable chunks only compounds the issue and the eyesore metamorphoses into a headsore.
You appear to be conflating the issues players have raised and treating the complaints as ubiquitous. Broadly speaking, the petitioners can be divided into two groups; group one is comprised of advanced players (Cavalier and above) who were able to autoplay lower end content to garner iso and units. Group two consists of mid-tier and lower accounts (Uncollected and below) who can no longer manually clear the EQ and SQ due to the ramp up.
I've been around since the advent of this game and have worked my way to the TB title at a pace that suits my lifestyle. I have neither the time, energy or inclination to tap away at my screen to explore content which provides little to no challenge. Indeed, doing so is like stepping back in time. The rewards are welcome but the time I would need to expend on it makes it not worth the effort. Plenty of others at a level or situation similar to mine have echoed the same sentiment.
More recently, due to a busy schedule, I've joined a lower tiered alliance, mostly consisting of Conqueror and Uncollected gamers. Prior to Christmas, most were struggling to fully explore the EQ aimed at their progression. The boon over the holiday period buoyed and encouraged them and many felt as if the boost would lift them out of the mediocrity of playing at the lower levels where they were quagmired for a protracted length of time.
When the new EQ dropped, their hopes were instantly smothered when they found they could no longer even complete the EQ aimed at their progression level. Indeed, the EQ below their progression was also proving to be a challenge where previously it had been a doddle. They've had the rug pulled from under their feet and plenty have decreased their engagement or worse barely log in. I don't know their personal circumstances but I'd surmise most are either teenagers or slightly older, who have plenty of other things vying for their attention and time. If we lose these players, my concern is it'll be permanent.
Those are my thoughts; this will be my final interaction with you on this topic as I have no desire to engage in a protracted toing and froing between ourselves..
The game rewards game play. Yes, it's nice to grab some Units when we're busy doing other things. We're also able to continue doing that with the most recent iteration. It is by far a necessity to game play. The fact that people think it's something they need to depend on highlights a greater issue of wanting more for doing less, but I won't go into that here.
My original point, and it still stands, is that Auto isn't a priority. They're not likely looking at these changes as something that can get people, who are well enough advanced to do it on Auto, as many easy Units as possible. If they can, great. If not, that's not the indication that the changes are too far. It's whether or not it's appropriately challenging enough for the people at that stage in the game.
I like getting some Quests in while working as much as the next guy, but if I'm too busy to play the game, then I'm too busy. That's not something I'm entitled to.