DarkestDestroyer wrote: » DNA3000 wrote: » GroundedWisdom wrote: » DNA3000 wrote: » GroundedWisdom wrote: » It's only hard because it's new. Its harder because it is harder. It would be an exaggeration to say tons of people are going to quit over it, but anyone who thinks Sentinels are not harder than Syms either has a very peculiar psychological aversion to Syms or has no idea how to judge difficulty in the game. And I say that without exempting the developers from that statement. The point I'm trying to bring home is we will adjust, and it doesn't usually take that long. I understand your point. However, that point is orthogonal to the question of whether the content is now harder. Regardless of whether it is easier or harder, you can almost always say that. It doesn't contradict, or even address, the question of whether the content is harder in an unjustifiable way. More importantly, if your point is that people will adjust, then I don't see why you would try to make that point by saying "it's only hard because it's new" because that statement is false, and doesn't support your point at all. Why you even bothered if a couple extra fights are harder? The rewards didn’t need to be adjusted, AQ did because it was boring and repetitive. What’s your problem? I’m guessing you could finish all sentinels in the event quest difficulties? If so how can you smash an Uncollected sentinel and say a low level pi one is a hard fight? Like really!?
DNA3000 wrote: » GroundedWisdom wrote: » DNA3000 wrote: » GroundedWisdom wrote: » It's only hard because it's new. Its harder because it is harder. It would be an exaggeration to say tons of people are going to quit over it, but anyone who thinks Sentinels are not harder than Syms either has a very peculiar psychological aversion to Syms or has no idea how to judge difficulty in the game. And I say that without exempting the developers from that statement. The point I'm trying to bring home is we will adjust, and it doesn't usually take that long. I understand your point. However, that point is orthogonal to the question of whether the content is now harder. Regardless of whether it is easier or harder, you can almost always say that. It doesn't contradict, or even address, the question of whether the content is harder in an unjustifiable way. More importantly, if your point is that people will adjust, then I don't see why you would try to make that point by saying "it's only hard because it's new" because that statement is false, and doesn't support your point at all.
GroundedWisdom wrote: » DNA3000 wrote: » GroundedWisdom wrote: » It's only hard because it's new. Its harder because it is harder. It would be an exaggeration to say tons of people are going to quit over it, but anyone who thinks Sentinels are not harder than Syms either has a very peculiar psychological aversion to Syms or has no idea how to judge difficulty in the game. And I say that without exempting the developers from that statement. The point I'm trying to bring home is we will adjust, and it doesn't usually take that long.
DNA3000 wrote: » GroundedWisdom wrote: » It's only hard because it's new. Its harder because it is harder. It would be an exaggeration to say tons of people are going to quit over it, but anyone who thinks Sentinels are not harder than Syms either has a very peculiar psychological aversion to Syms or has no idea how to judge difficulty in the game. And I say that without exempting the developers from that statement.
GroundedWisdom wrote: » It's only hard because it's new.
It is critical that we acknowledge that the development team must work furiously to create new characters & more content to engage the top 30 to 100 alliances in the game. The community understands that the tens of thousands of dollars they spend on crystals, arena grind, and specials to enhance their rosters dwarf the $200 or so dollars a month those in the top 20% of the elite bracket sacrifice to this business. Without the immense spending, devotion to completing content & countless hours the top echelon of the community put into this game, most of what makes this game enjoyable would not exist. We understand that you must continue to produce more challenging & engaging content to keep them satisfied. We fought Ultron, Venom, Kang & Dormammu as AQ final bosses. Each of the previous seasons & changes during each of the prior seasons began with a major revisions in the game difficulty related to each boss, nodes and other areas of content that was easily managed by the upper chambers of the community but impossible for the vast majority of the community including a supermajority of the top bracket. In the previous 7 introductions in AQ, 4 of the last 5 were met with not only a nerf of the difficulty but compensation for the immense spending needed to compete with the demanding content. I must reiterate, most of the community understands that the amount of revenue generated by the highest PI alliances makes their input more important than the larger portion of the community that sends less of their income to your company’s ledgers. Season 1 & intermission had a small number of alliances able to reach the apex. The intermission brought at least a 25% increase in rewards & swelling of the steepest ranks of the prize pyramid. The difference in rewards from the top tier to those in the top 300 created less than a 10 percent alliance PI difference. Once again, season 2 & intermission forged another increase in awards that was outlined to allow a larger number of alliances to obtain T4cc to move up. Unfortunately, that season was mired in coordinated alliance swapping that allowed the crafty alliances that gamed the system to maximize the reward payout. The difference in PI between the top 100 alliances & those in the top 425 alliances jumped to a 31% spread. The bright line of division was between those able to reach superhuman regularly able to take 4* champs to rank 5 & the rest of the community only able to max champs out at rank 4. The season before our current run, Season 3, plus its intermission included another 35+% increase in both rewards & spots in the top tier. These positively received changes were extremely well received by the our community. Despte a constantly erosive slate of technical issues related to game that drained our resources. The frequent compensation packaged for the inconvenience and a reward structure that had a massive leveling effect on those in the top 50 alliances and those in the top 500 alliances. Even with the introduction of 5 star champs, the difference in individual prestige between the top alliances and those in the top 500 decreased to the under 500 points. The community’s most gilded oligarchy noted that others should not make inroads without putting in the equity they placed into this game. These aristocrats demanded the revolt inducing disaster that was Patch 12.0. Daily, they took to the forums leading with their checkbooks ordering a nerf of several champs that forged a perfect block trio and other hard hitting champs that eliminated the advantages they built in the previous 2 cycles of AQ. We are now in the current season and entering another intermission. This episode added glory, Map 6 & additional methods to rank up champs. This update provided a modest increase in T4cc, it drastically reduced the amount of Tier 1 Alpha & Tier 4 Basic Catalysts. The methods of obtaining gold & payout of gold in arena crystals was drastically reduced. At the same time, a structure that brought parity to the top 1000 alliances, once again more closelt resembled the prize structure of Seasons 1 & 2. A prestige gap that narrowed to 500 exploded to over 2500 between alliance 295 and alliance 536. Most damning, a 100k individual PI advantage between the alliances that perch among Mount Olympus has exploded to over 500m individual member PI advantage between these members and those in the top 20% of the elite tier.What does a player with a 500k prestige like myslef and those towering above a million PI look like? I am proud that my work in this game produced 20 Rank 5 4-stars, 3 of my 23 5-stars are rank 4 (only 4 are duped ) & my roster features a 6 star champ ranked to its current max. Those who are pushing for more difficult content to handle in all aspects in the game that are blessed with a PI toppling the million mark feature 40 plus rank 5 4-stars, over 30 rank 4 5-stars and already have obtained 3 to 4 6-stars. This version of AQ eliminates the usefulness of most champs that use buffs to increase damage output. Instead, we must turn to the game’s armor break champions. Few of the premier armor break champions in the game have the utility to produce enough of a benefit outside of fighting the Sentinels. I close with a few simple questions that may fix the problem of burying us with more difficult content without increased rewards but a need to spend more of our hard earned money @Kabam Miike 1. Are the developers unaware that the 20th percentile of the elite bracket enters content with only 10% of the requisite soldiers for the upcoming war? And that their tiermates near the top of the leaderboard usually have 30 to 35 more Rank 4 5 stars? 2. Why are you surprised that that the community expected a modest prize increase to mirror those for every other AQ devery or revision? 3. How exactly do we rank up armor breaking champs when the foruF moderators admitted that this season of AQ rewards bocha depression era shortages in Tier 4 basic catalyst and Tier shortage? 4. For 2 season debuts & their failed corrections, the community has been filled with exasperation about the dearth of gold & a skimpy payout of gold through battlechips made worse by the steep 5 & 6-star rank-up requirements boost. Do you think finally addressing this issue could make a difference? 5. What form of beta testing does this company use to test new content? How can you greet us with bemused shock over the content difficult when this happens every time? 6. When can we expect answers to these questions?
Kabam Miike wrote: » \ Ascoop24 wrote: » Kabam Miike wrote: » 420sam wrote: » So, you are making it more difficult yet not adjusting anything like rewards or even glory? Can I ask why? How does this benefit the players? As we said in that post, we are working on a full refresh. We are not at a place or time where we can increase the rewards or fully refresh the mode right now. If you aren't at a place or time to refresh the rewards then you shouldn't be at a place or time to refresh the difficulty. One should not go without the other. This is a great example of pure laziness But how are you so sure that the difficulty has gotten worse? Granted, Bleed and Poison champions may not be as effective in Alliance Quests as they were before, but Sentinels melt at the power of a Armor Break Champion, and a lot of the new Mini-Bosses have very common counters!
Ascoop24 wrote: » Kabam Miike wrote: » 420sam wrote: » So, you are making it more difficult yet not adjusting anything like rewards or even glory? Can I ask why? How does this benefit the players? As we said in that post, we are working on a full refresh. We are not at a place or time where we can increase the rewards or fully refresh the mode right now. If you aren't at a place or time to refresh the rewards then you shouldn't be at a place or time to refresh the difficulty. One should not go without the other. This is a great example of pure laziness
Kabam Miike wrote: » 420sam wrote: » So, you are making it more difficult yet not adjusting anything like rewards or even glory? Can I ask why? How does this benefit the players? As we said in that post, we are working on a full refresh. We are not at a place or time where we can increase the rewards or fully refresh the mode right now.
420sam wrote: » So, you are making it more difficult yet not adjusting anything like rewards or even glory? Can I ask why? How does this benefit the players?
Maat1985 wrote: » Complain complain complain.... Just deal with it.... We all have to.... Yeah sentineloids are harder.... But symbiods were tooooo easy..... Lets just all learn to adapt.... These first few aqs might be harder but after a while we will know who to bring and how to best foght these guys.... Nebula, medusa, iron fist, cyclops, SIM, blade (paired with gr for danger sense) There are options.... we just gotta work out the best way to do this....
Draenath wrote: » Maat1985 wrote: » Complain complain complain.... Just deal with it.... We all have to.... Yeah sentineloids are harder.... But symbiods were tooooo easy..... Lets just all learn to adapt.... These first few aqs might be harder but after a while we will know who to bring and how to best foght these guys.... Nebula, medusa, iron fist, cyclops, SIM, blade (paired with gr for danger sense) There are options.... we just gotta work out the best way to do this.... That is easy to say, but at high prestige / high points - rewards are at stake... They have not increased rewards and they have made many champions not worth taking. Sentinels are not enjoyable to fight, that is my issue. I like challenge, I like 5.3 / 5.4.... I like Boss Rushes. But sentinels are slow, clunky, fighting styles that are counter-intuitive to game play.
Zeke_the_Xbot wrote: » I have a question are sentinels supposed to proc their abilities when hitting you while blocking? Why do they get one of the hardest to evade specials for the vast majority of players allowed to be unblockable? Why is it okay to increase the difficulty for players (the risk) but not the reward? Answers are in short supply but so warranted by the community.@Kabam Miike
Fromundacheez13 wrote: » Sp1 and sp2 are easy to evade the majority of ppl that post in the forums just suck at the game
DNA3000 wrote: » DarkestDestroyer wrote: » DNA3000 wrote: » GroundedWisdom wrote: » DNA3000 wrote: » GroundedWisdom wrote: » It's only hard because it's new. Its harder because it is harder. It would be an exaggeration to say tons of people are going to quit over it, but anyone who thinks Sentinels are not harder than Syms either has a very peculiar psychological aversion to Syms or has no idea how to judge difficulty in the game. And I say that without exempting the developers from that statement. The point I'm trying to bring home is we will adjust, and it doesn't usually take that long. I understand your point. However, that point is orthogonal to the question of whether the content is now harder. Regardless of whether it is easier or harder, you can almost always say that. It doesn't contradict, or even address, the question of whether the content is harder in an unjustifiable way. More importantly, if your point is that people will adjust, then I don't see why you would try to make that point by saying "it's only hard because it's new" because that statement is false, and doesn't support your point at all. Why you even bothered if a couple extra fights are harder? The rewards didn’t need to be adjusted, AQ did because it was boring and repetitive. What’s your problem? I’m guessing you could finish all sentinels in the event quest difficulties? If so how can you smash an Uncollected sentinel and say a low level pi one is a hard fight? Like really!? Apparently, my problem is that I am compelled to point out facts which agitate other forum posters.
GroundedWisdom wrote: » DNA3000 wrote: » GroundedWisdom wrote: » DNA3000 wrote: » GroundedWisdom wrote: » It's only hard because it's new. Its harder because it is harder. It would be an exaggeration to say tons of people are going to quit over it, but anyone who thinks Sentinels are not harder than Syms either has a very peculiar psychological aversion to Syms or has no idea how to judge difficulty in the game. And I say that without exempting the developers from that statement. The point I'm trying to bring home is we will adjust, and it doesn't usually take that long. I understand your point. However, that point is orthogonal to the question of whether the content is now harder. Regardless of whether it is easier or harder, you can almost always say that. It doesn't contradict, or even address, the question of whether the content is harder in an unjustifiable way. More importantly, if your point is that people will adjust, then I don't see why you would try to make that point by saying "it's only hard because it's new" because that statement is false, and doesn't support your point at all. It's not false to say that. It's a challenge because we're not used to the Sentinels being in AQ. It will just take time to adjust. The Sentinlels themselves are new, as in their move set, but there's nothing particularly new or challenging about them, aside from their Immunity, and a couple distinct characteristics. The real challenge is getting used to their moves enough to gain efficiency in AQ. That just takes experience. Personally I'm not bothered by switching to them. The whole point of a change is to freshen it up. Had it been Champs that we are used to or something we have already fought many times, that would defeat the entire purpose of changing them. They're challenging, in the sense that they're relatively new to The Contest, but that just takes practice. As with any change, it's being exaggerated. People are bored when things are repetitive, personally offended when they're changed, and expectant of remuneration if growth is presented. Lol. Not all people, but that's the general concensus. If it didn't have an element of new challenge, there would be no sense in switching. So, I suppose the only challenge isn't that they're new, I guess. At least in the literal sense. That's the greater challenge. People will have to adjust. Adjustment usually comes easily, with a great deal of resistance. Lol.
Onerednovember wrote: » Refreshing is nice. Making champions useless without compensation it's not. 1. When you first announce these changes I always stated that m6 would have the potential to become easier than m5. Does that make sense for a game developer?; 2. These changes also make some champions useless, specially those who rely on bleeding and poison damage (please don't answer me that I still can use them in missions or arena, please, just don't do that); 3. we spent units and resources to grow in a certain direction (deep wounds; ranking 4* wolverine and GP, etc.). No compensation; 4. You increase overall difficulty without increasing the rewards or reducing the map costs. IMO it makes no sense; 5. The gameplay is awful atm.https://www.youtube.com/watch?v=aVlXiBztkIk My opinion about this topic
GroundedWisdom wrote: » Onerednovember wrote: » Refreshing is nice. Making champions useless without compensation it's not. 1. When you first announce these changes I always stated that m6 would have the potential to become easier than m5. Does that make sense for a game developer?; 2. These changes also make some champions useless, specially those who rely on bleeding and poison damage (please don't answer me that I still can use them in missions or arena, please, just don't do that); 3. we spent units and resources to grow in a certain direction (deep wounds; ranking 4* wolverine and GP, etc.). No compensation; 4. You increase overall difficulty without increasing the rewards or reducing the map costs. IMO it makes no sense; 5. The gameplay is awful atm.https://www.youtube.com/watch?v=aVlXiBztkIk My opinion about this topic People Rank whoever they want for their own reasons. There is nothing to compensate. Further to that, you would have a hard time convincing me of how GP and Wolverine are no longer useful.