Wrong direction of the game

I don't like this endgame content at all and you guys just simply forget that people play this game in their free time to relax after work or school and nobody is waiting for quests of 3/4 hours long which is frustrating come up with some fun endgame content it's not that hard. We almost need to skip your work or take a day off to do some content nowadays
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That's what this game is. I know a lot of people say they play this game "to have fun" or "to have a casual distraction" or "to kill a few minutes in their day" which is all fine, players are free to play it however they want. But the game is not designed to cater specifically to that. it is intended to be a progressional game as a service. There is no end. There is no point where players can expect to have done enough to cruise through it. The point is to always have something else to have to work hard for, especially if you want it sooner than later. Most of the time, the end game content in the game is well within reach of most end game players, or players that consider themselves such. But sometimes the intent is to push even them.
Not push in the sense of oh my god they had to use a revive. Push as in "how am I supposed to do this?" It is meant to be that for the best players in the game. So of course, its going to look completely impossible for the rest of us, at least at the moment. They are supposed to work to beat it, and the rest of us are supposed to aspire to eventually work up to the point of being able to tackle it.
Now, if you think such things don't belong in the game, that's your prerogative. But the devs disagree, and this is not the first nor the last time they are going to try to make such content.
I can't state how well they hit that mark, because I'm one of the players that is likely going to have to aspire to work up to it. But I don't mind that. I'm fine with having things in the game I can't do right away and have to plan on tackling when I am much stronger than I am now. And the people saying how this is going to hurt the game have a completely unrealistic view of the playerbase of this game. For 99.9% of the players of this game EoP is just as much out of reach and completely aspirational as Wheel is. None of them is going to care one bit that Wheel is too hard for them, because so many other things are also out of reach, but they don't mind not doing them.
The players this is meant for are going to be fine. Most of the rest of the players aren't going to care, because if they were the type of player to quit over Wheel they'd have quit long before over Gauntlet or EoP or any of the other pieces of content they can't do either (not without spending excessively to attempt it). It is only a very tiny slice of the playerbase who can do the other stuff but can't do this, and think they are supposed to be able to do everything immediately, that are going to consider this to be a problem.
This is entertainment, and entertainment is supposed to be fun.
Fun is not only the casual and relaxing kind. Progressive games can also be fun, that s why they are games. If you tackle them the right way of course.
And even if you what you say is true, that this is designed for 1%, what a great way to alienate 99% of your player base. That just doesn’t seem like good business
Champs for this content the rewards are already outdated then 🤣
We know kabams resource release schedule. It's followed the same pattern for 2 years. J4 will give you at least 2 r4s if you've grinded enough units to do the full thing. By the time cyber rolls around r4s will be fairly common in game and cyber will drop loads of them, then r5 mats will start rolling out at banquet. The rewards for this will be outdated in 2 weeks and almost irrelevant by November.
So if you don't have the roster to do this right now, there won't be any point in doing it all as the reward to time and effort outlay won't be worth it in a few months.
It's not aspirational content.
One way to make it unique is to provide access to hard-to-acquire champions. Why not include multiple selectors to choose from? One for the defenders (which is the current selector), one for Omega Days champs, and one for Glorious Guardians. All of those champs have been around for a bit and are highly sought out. It would not break the economy of the game and potentially inspire smaller accounts to build up to the challenge provided.
As an aside, I am part of a top 10 AQ alliance. I have all of the champs in the current selector and do not need any of them. That selector is useless to me. The rank-up materials? I can get those in less than a month doing RAIDS, AQ, AW, and BG. I would rather wait the 3 weeks than spend over 9 hours of frustration on this restrictive content. To me, these rewards are already outdated.
Eventually people are going to have to realize the content decides the Champs you need. You don't design the content around Champs that everyone already has. That's not half as challenging as narrowing the options. That's inevitable.
Honestly, sometimes it feels like if people don't have mind-blowing Rewards for the shortest content possible with Rosters they already possess, they're offended.
I know that's not a reasonable assessment for everyone who has an issue with this, but it's certainly coming off as such.
The Rewards are always something that are up for debate. Sometimes people are happy, most of the time they're not. Whether it's worth it is up to us individually. What isn't really up for debate is restrictions. That's all a Node really is anyway, a restriction. A Champ is another restriction because you need the right counters. They've been limiting what we can use all along. Might as well accept it. Lol.