Adaptive Event Quest Difficulty: Negative Impact on Casual Players
The new Adaptive Event Quest (EQ) system, particularly the Classic and Elder tiers, has become prohibitively difficult and resource-intensive for the core casual player demographic.
Key Issues for Casual Players:
Loss of Difficulty Choice: The removal of established tiers (like Uncollected/Cavalier) forces players into content scaled solely by Prestige (roster size/rank), not by individual skill level or time commitment.
Overtuned Fights: Fights feature excessively high Defender HP and Attack, turning the traditionally casual monthly EQ into grueling, high-stakes "Everest content."
Increased Item Consumption: The combination of restrictive nodes and high defender stats leads directly to increased consumption of essential resources (Potions and Revives), making the content too costly for players who do not spend heavily.
Misaligned Effort vs. Reward: The significant effort and time required for high-health pool fights are not matched by accessible rewards, especially with backloaded milestone structures, discouraging completion or exploration.
Suggested Solutions for Casual Player Retention
To restore the Event Quest as a fun, sustainable monthly experience for the casual player base, we suggest the following adjustments:
Reintroduce Player Choice: Allow players to manually select a lower "Casual" difficulty tier, even if their Prestige qualifies them for a higher tier. This prioritizes player time and enjoyment over forced competition.
Rebalance Difficulty: Significantly reduce the Defender Health and Attack values in the base Classic difficulty to align it with a relaxed, low-stakes experience, requiring minimal use of combat items.
Front-Load Rewards: Adjust the Etherion and milestone reward structure to ensure early completion of paths provides meaningful, immediate rewards, making even partial participation feel worthwhile for casual players.
Decouple Difficulty from Prestige: Re-evaluate the Prestige scaling mechanic to ensure the difficulty increase is manageable for players who progress their account in skill but may not maintain an optimally high Prestige rank across 30 champions.