**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.
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If we aren't going to compare the difficulty or the rewards of this month to any other month, then I find the current month's rewards acceptable for the current month's difficulty. They seem reasonable given the difficulty being presented now, verses the benefits of the rewards judged in isolation right now, compared only to each other.
If they decide to update them, cool. If not, cool. Fact is, UC really hasn't changed all that much and if you are still finding it difficult, maybe you aren't skilled enough.
You completely skated over my point about 1 path with act 5 nodes compared to now where we have several paths. How is that not considered an increase in difficulty ?
You also don't understand that for you who has been doing UC for sometime will find the content to be the same as your roster has grown as have the number of r4/r5 champs you probably have. Someone who has worked through act 4 100% and then did 5.1 & 5.2 to become uncollected will probably have maybe 4-5 max 4* champs ( with the new objective system which gives extra t4 basic).
So previously with only 1 path with a specific node from act 5 all other paths could be reasonably completed with skill. The noded path always presented the greatest difficulty as having to deal with bane etc over the course of several fights before taking on the boss with your 4* champions was the biggest challenge.
When dealing with a path, us veteran players have the luxury to use a wide roster of counters all at either max 4* or r3 5* at least. How do you think a newly uncollected players roster will look in terms of counters. Wouldn't be surprised if they only had say 1 champion they could use for biohazard, or 1-2 champions who won't trigger buffs to deal with buffet or spite.
Also boss fights are now more about having the right champs to counter the nodes/mechnics then it is about skill based, so even when doing the easy path in each map, the boss fights would be problematic e.g. The champion, Diablo, Mr Sinister, Aegon, Annihulus are fights newer UC players would of struggled to complete without the correct counter to them.
So these guys need a way to bridge the gap so they can get to a position to be able to clear UC then to a place they can get 100% UC.
So as i said the rewards for UC are fine for the challenge they pose, however the rewards for begginner to master mode need to be buffed.
I suggested master mode should reward an addiitional 1000 shards so those who complete it 100% each month will get a 5* crystal every 4 months which is not really unreasonable. This also means players who completed both Master and UC 100% will earn a fully formed 5* .
As for me finding it too difficult it was never about me. I have no problems completely UC 100% each month as well as the extra side challenges that get thrown in such as the champion clash.
@LeNoirFaineant
Yes i agree the boss fights are the ones that pose the greatest challenge, but don't disregard what affect having multiple paths with nodes on has on new UC players. If you refer to my point above about roster strength of players who could potentially complete UC as well as the fact they will be mainly running 4* champs all these extra paths with challenging nodes will impact their ability to complete it.
1. There weren't ANY 5/65 champs because whole T5B weren't around yet. So us veterans were using maxed 4*'s and 4/65 champs which newly UC players already have.
2. I believe in the video, all paths had nodes and there wasn't a "clean" path like there is now.
3. Counters to champs aren't anything new. There also isn't any new champ that doesn't have more than one counter.
4. New players have access to champs veterans never did before that could make it easier. There is also many more ways to get shards. 5* featured arenas weren't around back then. Also t4B and T1A arenas are now free. Newer players can rank more freely now.
Newer UC players can't complain. Their path is easier than any of us who were around when UC first came out. If they can't do UC now, they need to build their rosters just like we did. There were tons of veterans who couldn't do 100% UC right off the bat. Becoming UC doesn't automatically mean you should be able to 100% every UC EQ.
honestly can't be bothered to continue this. You have ignored everything i have said and taken things out of context.
So you honestly think beginner to master mode rewards are adequate in the current state of the game ?
Also Kabam have already acknowledged that the rewards need updating and i expect that in the next few months the rewards will get updated. I'm thinking maybe august time (last time they were updated 2 years ago) but it could even be later or tied in with 6.2
EQ rewards cater to players just being able to compete at a certain level to players that can beat it. There is no way to personalize the rewards to cater to each individual and how they experienced a certain EQ. Hence, you will always get people that shout for more rewards.
IMO the increased rewards available across all game modes creates a skill gap. I've seen accounts with insane rosters, yet the people struggle to clear harder content. Their rosters developed faster than their skill did and now with more complex nodes and character abilities being released they are struggling with EQ "becoming more difficult". The older generation players cleared content with 3* or 4* champs that people are now being cleared with 5* and in some cases 6* champs, so the basic mechanics (intercepting/evading) are never mastered, because newer players can just power through the older content with stronger champs. People are only struggling with new content. Brian Grant is an example of what i am referring to. He is f2p, been playing since nearly the beginning, but because he built his roster over a long period of time, mastered the basic mechanics of the game and puts effort into understanding new abilities/nodes, he is able to clear all content, with little or no difficulties (exceptions here and there). It took me 3 or 4 months to clear my first normal EQ on UC 100%. I needed to adjust to the increased difficulty and complexity of fights.
What would be nice, is if they could reduce the energy cost of lower difficulties for players that are Uncollected or Cavalier.
Proven - beginner is reduced
Conqueror - beginner and normal is reduced
Uncollected - beginner, normal and heroic is reduced.
Elder's Bane - beginner, normal, heroic and master is reduced.
Cavalier - beginner, normal, heroic and master is reduced. (Uncollected to be reduced if and when they ever add a higher difficulty to EQ)
btw i have only been playing since Feb 18, Uncollected since Sep 18.
You should really read carefully when trying to take a shot at me. I'm not the one who ends up embarrassed.
Now, when I do build up the armor breaks and power for a special 3, another trademark Kabam bug kicks in, I end up throwing a medium or a light right into the air after I launch my SP3 and die again. The content is reasonably difficult, but pair that with the glitches the inadequate dev team have let sneak into the game, its just not worth it for me, much rather just put the game down for this month until they pull their fingers out and fix: Intercepts, Framerate issues, AI Behaviour in general, SP3s, and the vast array of bugs of which we havent seen the scale or magnitude of in years. Feeling real 2016 with the amount of bugs in here.
I honestly think beginner to master are perfectly adequate. If they add anything it should be ranking resources and not crystal shards. Newer players complain as it is by not having enough gold or catalyst materials. They don't need tons of newer champs they can't rank. There's enough ways to get those. But i stand by that rewards are good enough for that player base.
They've been saying they are looking at revamping rewards forever. They always say that as they are always looking at data. Its just comment and doesnt mean much until theres an announcement.
If I had to guess, I would guess that the devs might be looking at separating the progressional ladder into two phases (whereas for the entire history of the game to now there's basically been one). The first would be a beginner phase which roughly encompasses progression from beginner tier difficulty to about master difficulty, which they might decide to significantly accelerate (there are already hints of this happening). And the second phase would be a more step-ladder phase which encompasses achieving uncollected and cavalier status, with future steps to be added in the future. The lower "beginner phase" would be a relatively ungated free for all, while the "end game-ish phase" would be more of a gated, divided phase with some difficulty barriers between the steps (i.e. battling the collector to become uncollected, completing Act 6.1 with the 5*/6* limits to become cavalier).
Point is, master is one avenue in getting T2A. Your comparison is not valid.