**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Comments
But, GW, in your first post you say that rosters are expanding and people have new champions to deal with this content.
This may be true of people who've been UC for a while, it's definitely not true of those who've not been UC for quite so long, so rely on their smaller roster to drag them through content with heavy reliance on revives in the latter stages of UC each month for the completion rewards. Months like this month where there's one boss that means completion rewards aren't accessible without either a shed load of spending or being an exceptional player with the roster you have aren't fair to this player portion. Given the majority of rewards come from the completion and exploration of the quest, that's a fairly large drop in resources for a month and a half of content.
Players who've been UC for a while have also been improving as players during this time, so might not notice the expanding gap beneath them as the ladder slowly slips away is what I'm getting at basically.
Not fair to have us play 2019 nodes and defenders while handing out 2017 rewards.
Someone that decides Master difficulty is beneath them is losing at least 36 T1a, 21 T4B, 1 T2A, 60 5* sig stones, 12 4* champs and almost two 5* champs every year. Anyone willing to forgo that much rewards because its "not worth their time" shouldn't be complaining about the availability of any rewards except maybe T5B and T5CC.
But more importantly, the difficulty is, as it is in most games, calibrated to what the players themselves are actually capable of. Recent Uncollected difficulty events are probably being completed by a similar percentage of players as the original Uncollected difficulty was when it was first introduced. That's how game developers adjust difficulty. To the extent that Uncollected difficulty might be harder on paper than it was originally, the players themselves are just as much stronger than they were when Uncollected difficulty was first introduced. In the same way that LoL is basically identical to what it was when it was introduced, but it is relatively easier now because the players are stronger, Uncollected might be drifting upward over time (intentionally so) but the players are almost certainly drifting upward just as fast, or even faster. The rewards relative to the perceived difficulty - averaged across all players attempting Uncollected difficulty - are probably slightly rising, not dropping, because that would be in keeping with the standard of slow reward inflation.
Now thinking about what i posted earlier, i actually changed my mind in regards to Master and Epic. I wrote that post from my own account perspective which is end game level (Cavalier) . The difficulty of UC has increased since its introduction but its been inline with peoples progression. So myself became uncollected maybe 1 month after the new difficulty was introduced. Initially when i became uncollected the new difficulty challenge was tough, i usually used resources etc to get it done. I think the first two months i may have even just went for initial completion. After that I was able to do 100% completion ( with resources). Eventually i got to the point where 100% was done with no resources used. However at the same time the challenge has increased, but I have grown my roster to meet the challenge which would be the same with all players who became uncollected at the same time of the new difficulty. The first few EQ at epic didn't have nodes to deal with and was no different to other difficulties apart from higher PI champions. These got introduced later as people started to complete Epic with little difficulty so the developers had to find ways to challenge the end game players.
Now if you take a fresh Uncollected player in today's game. They now face a much more difficult Epic mode which is more attuned to roster heavy/Cavalier players then we did when we faced epic. So they will do master mode each month and attempt Epic. If they have been lucky in crystal pulls etc they may be able to get initial completion done. But they will spend a lot more time getting to the point they can get initial completion done and then getting to 100% completion.
The master level rewards don't really provide the rewards needed to help bridge the gap between the difficulties now.
I feel like the master difficulty could do with an extra 1000 5* shards. This will mean players can get a 5* every 4 months which i think is reasonable for players at that level, also players completing both Master and Epic difficulty each month should be rewarded with a fully formed 5* (Currently this is still tied into doing heroic as well).
also certain people on this thread i find are being disrespectful to the original poster's viewpoint/opinion, just because you can't see things from their perspective doesn't mean they are simply moaning with no justification, which the way some of you have responded have implied.
2500 6* shards and 9k T5B isnt rubbish in the fact that it's continous. Permanent content wont keep giving the same rewards each month. When you beat that content, its done giving.
Difficulty hasnt changed since UC was introduced. The rewards for the effort are some of the better in the game. The better our rosters get, the easier UC becomes.
UC when first released had no noded paths or mini bosses and even the bosses didn't have too crazy nodes maybe 3-4 max. Now you have noded paths with different requirements on champs to bring ( e.g. biohazard, invade, crit me if you can) as well as mini bosses and bosses with 7 nodes on them.
To state it hasn't changed is just a lie. Your perception of the difficulty lies with the fact you would of grown as a player along with the difficulty of the content, so to you it seems like its the same but in actual fact it isn't.
ANNOUNCING NEW DIFFICULTY: UNCOLLECTED DIFFICULTY
A new difficulty has been added to the monthly Event Quests! Summoners who have become Uncollected by completing Act 5 Chapter 2 and are Level 40 will find a new step in difficulty available to them. Called simply UNCOLLECTED, this difficulty comes with new rewards and challenges, and will be available in the monthly Event Quests going forward.
Each map features a path which brings back some buffs from Act 5 such as Buffet and Bane. But once these paths are completed and the quest is mastered, a new set of rewards are yours for the taking. Including a new exclusive “Unchallenged” title, only available during the first release of the new difficulty.
Watch Seatin's video from it. You'll see each node is orange which means it had a node. Now, tell me what hasn't changed exactly?
https://www.youtube.com/watch?v=2Vrjj4VzQlA
Oh look a special 3 is active node ............. run for the hills.
"Each map features a path which brings back some buffs from Act 5 such as Buffet and Bane."
We used to only deal with 1 path each map, now majority of paths are using nodes from act 5 and after, and these nodes being used are also can be very restrictive of champion choice such as bio-hazard with nano tech nodes. invade node ( need to be good at intercepting or hit into block), Unblockable Finale node, Spiked armor, Spite to name a few nodes that players now deal with in the EQ.
if you still think its the same, well there is nothing anyone can say to convince you otherwise