Difficulty shouldn't change as we grow stronger... That's not how it has worked in the past, and it's definitely not how it should work now. They should release a new difficulty corresponding to our advancement as players.Edit: What I mean is that uncollected is a constant difficulty. Constants don't change, which is why the difficulty shouldn't be changing either. Difficulty HAS to change as we grow stronger when it's the plateau of what is offered. Otherwise it no longer presents any challenge.
Difficulty shouldn't change as we grow stronger... That's not how it has worked in the past, and it's definitely not how it should work now. They should release a new difficulty corresponding to our advancement as players.Edit: What I mean is that uncollected is a constant difficulty. Constants don't change, which is why the difficulty shouldn't be changing either.
Hey everybody, we can go back and forth on this all day, but I want to give some context and information on this Uncollected Rewards change.We did not update Uncollected this time around because it's a more delicate balancing act. Why is that? Because as many of you have mentioned, the Difficulty of Uncollected Fluctuates more than Master or Heroic, etc. What we need to look at is both the difficulty level here, and the rewards. Is Uncollected where it should be for difficulty, or is there need for a new designation (Cavalier, for instance). Does this Difficulty level become that new level, or is the next one even more Difficult? Do we need to wait a little while and make a new difficulty for after you complete Act 6? Where should Uncollected be in the Difficulty scale compared to what's coming next?There are a lot of questions that we need to answer. We're not holding on to a rewards Change until we answer ALL of these, but we need to have some of this figured out before we can look at what we want to do for a difficulty change.I hope that answers some questions on that. Let's keep this thread about the actual event itself.
IMPRISONED IN THE DEPTHS OF ATLANTISRewardsThe rewards for Beginner, Normal, Heroic, and Master Difficulty have been updated!For completing and mastering all of the Beginner Quests, you earn:1x Premium Hero Crystal2,400x Premium Crystal Shards (2.2x Crystals)1,700x 3-Star Hero Crystal Shards (85% of a Crystal)2x Tier 1 Basic Catalysts2x Tier 2 Basic Catalysts150x Units900x Tier 4 Basic Catalyst Fragments15x Tier 3 Generic ISO7x Tier 4 Generic ISO18x Tier 2 Class ISO (3/each class)17,450 Gold1x Invisible Force Title1x 2-Star YellowjacketFor completing and mastering all of the Normal Quests, you earn:2x Premium Hero Crystal8,500x Premium Crystal Shards (8.5x Crystals)1x 3-Star Hero Crystal1,000x 3-Star Crystal Shards (50% of a Crystal)150x Units2x Tier 2 Class Catalyst Crystals3x Tier 2 Basic Catalysts2x Tier 3 Basic Catalysts1x Tier 1 Alpha Catalyst12x Tier 3 Generic ISO24x Tier 4 Generic ISO30x Tier 2 Class ISO (5/each class)19,325 Gold1x Invisible Force Title1x 3-Star Yellowjacket10,000x Tier 1 Atlantean CoralFor completing and mastering all of the Heroic Quests, you earn:4x Premium Hero Crystals4,450x Premium Crystal Shards (2.225x Crystals) 1x Ultimate Crystal1,400x 4-Star Crystal Shards (70% of a Crystal)1,000x 5-Star Crystal Shards (10% of a Crystal)150x Units1x Tier 4 Basic Catalyst7200x Tier 4 Basic Catalyst Fragments2x Tier 3 Basic Catalysts2x Tier 1 Alpha Catalyst2x Tier 3 Class Catalyst Crystals25x Tier 4 Class Catalyst Fragment Crystals30x Tier 4 Generic ISO5x Tier 5 Generic ISO30x Tier 3 Class ISO (5/each class)28,825 Gold1x Invisible Force Title10,000x Tier 2 Atlantean CoralFor completing and mastering all of the Master Quests, you earn:3x Premium Hero Crystals1x 3-Star Hero Crystal3,000x 3-Star Crystal Shards (1.5x Crystals)1x 4-Star Hero Crystal2,300x 4-Star Crystal Shards (1.15x Crystals) 2,750x 5-Star Crystal Shards (27.5% of a Crystal) 150x Units3x Tier 1 Alpha Catalyst1x Tier 4 Basic Catalyst36,000x Tier 4 Basic Catalyst Fragment (1x Catalyst)3,600x Tier 2 Alpha Catalyst Fragments (10% of a Catalyst) 95x Tier 4 Class Catalyst Fragment Crystal 10x 4-Star Signature Stone Crystals 5x 5-Star Signature Stone Crystals 12x Tier 5 Generic ISO38,825 Gold1x Lord of the Seven Seas Title10,000x Tier 3 Atlantean CoralFor completing and mastering all of the Uncollected Quests, you earn:4,020x 4-Star Crystal Shards (2.01x Crystals)7,500x 5-Star Crystal Shards (75% of a Crystal)2,500x 6-Star Crystal Shards (25% of a Crystal)12,000x Tier 2 Alpha Catalyst Fragment (33% of a Catalyst)10x 5-Star Signature Stone Crystal9,000x Tier 5 Basic Catalyst Shard (20% of a Catalyst)1x Tier 4 Class Catalyst Crystal12,825x Gold10,000x Tier 4 Atlantean Coral
Looks great!!! Is the 12,825 gold correct for the uncollected reward? It’s 26,000 less than the Master difficulty reward which doesn’t make much sense lol The Uncollected Quest hasn't been retuned yet. That is a more sensitive rebalance that we're discussing in conjunction with the Difficulty level of the Event. You mean the fact that it's significantly more difficult now than when it was released, but the rewards are the same? We used to only have 1 path of nodes, remember? Pepperidge Farm does. Now we have only 1 path WITHOUT nodes and one path has 2 act 5 nodes. Insane how the only one who didn't get a rewards update is the one that has had the most significant difficulty increase.
Looks great!!! Is the 12,825 gold correct for the uncollected reward? It’s 26,000 less than the Master difficulty reward which doesn’t make much sense lol The Uncollected Quest hasn't been retuned yet. That is a more sensitive rebalance that we're discussing in conjunction with the Difficulty level of the Event.
Looks great!!! Is the 12,825 gold correct for the uncollected reward? It’s 26,000 less than the Master difficulty reward which doesn’t make much sense lol
Looks great!!! Is the 12,825 gold correct for the uncollected reward? It’s 26,000 less than the Master difficulty reward which doesn’t make much sense lol The Uncollected Quest hasn't been retuned yet. That is a more sensitive rebalance that we're discussing in conjunction with the Difficulty level of the Event. You mean the fact that it's significantly more difficult now than when it was released, but the rewards are the same? We used to only have 1 path of nodes, remember? Pepperidge Farm does. Now we have only 1 path WITHOUT nodes and one path has 2 act 5 nodes. Insane how the only one who didn't get a rewards update is the one that has had the most significant difficulty increase. Luckily, last month the final map of UC had no paths noded, and thus had a significant difficulty decrease.
Hey everybody, we can go back and forth on this all day, but I want to give some context and information on this Uncollected Rewards change.We did not update Uncollected this time around because it's a more delicate balancing act. Why is that? Because as many of you have mentioned, the Difficulty of Uncollected Fluctuates more than Master or Heroic, etc. What we need to look at is both the difficulty level here, and the rewards. Is Uncollected where it should be for difficulty, or is there need for a new designation (Cavalier, for instance). Does this Difficulty level become that new level, or is the next one even more Difficult? Do we need to wait a little while and make a new difficulty for after you complete Act 6? Where should Uncollected be in the Difficulty scale compared to what's coming next?There are a lot of questions that we need to answer. We're not holding on to a rewards Change until we answer ALL of these, but we need to have some of this figured out before we can look at what we want to do for a difficulty change.I hope that answers some questions on that. Let's keep this thread about the actual event itself. What makes the most sense to me would be to keep UC rewards the same but knock it back to what it was when it was released (one path of nodes, not one path without them). That way players just getting UC can actually have a shot at doing the maps. Then add Cav difficulty that is a bit harder then what UC is now, with better rewards.
Hey everybody, we can go back and forth on this all day, but I want to give some context and information on this Uncollected Rewards change.We did not update Uncollected this time around because it's a more delicate balancing act. Why is that? Because as many of you have mentioned, the Difficulty of Uncollected Fluctuates more than Master or Heroic, etc. What we need to look at is both the difficulty level here, and the rewards. Is Uncollected where it should be for difficulty, or is there need for a new designation (Cavalier, for instance). Does this Difficulty level become that new level, or is the next one even more Difficult? Do we need to wait a little while and make a new difficulty for after you complete Act 6? Where should Uncollected be in the Difficulty scale compared to what's coming next?There are a lot of questions that we need to answer. We're not holding on to a rewards Change until we answer ALL of these, but we need to have some of this figured out before we can look at what we want to do for a difficulty change.I hope that answers some questions on that. Let's keep this thread about the actual event itself. What makes the most sense to me would be to keep UC rewards the same but knock it back to what it was when it was released (one path of nodes, not one path without them). That way players just getting UC can actually have a shot at doing the maps. Then add Cav difficulty that is a bit harder then what UC is now, with better rewards. If Cav difficulty is added it is extremely unlikely, and in my opinion undesirable, for it to be just "a bit harder" than UC. If we add Cav, then following the same design perspective that was followed with UC, UC would no longer "float" as top tier difficulty but would be knocked down to be approximately linearly above Master (my guess: one or two noded paths) while Cav would be substantially higher, and also variable and floating top tier difficulty. It would probably be some paths no nodes, some paths Act 5 nodes, and some paths Act 6 nodes.
Difficulty shouldn't change as we grow stronger... That's not how it has worked in the past, and it's definitely not how it should work now. They should release a new difficulty corresponding to our advancement as players.Edit: What I mean is that uncollected is a constant difficulty. Constants don't change, which is why the difficulty shouldn't be changing either. Difficulty HAS to change as we grow stronger when it's the plateau of what is offered. Otherwise it no longer presents any challenge. I think you misunderstand what I'm saying. Take master difficulty for example. That difficulty level is constant. If the PI of champs in master ranges from 8000-12000, that range shouldn't grow over time because summoners are getting stronger champs at higher ranks. Instead summoners should be using those stronger champs to take on uncollected which offers a higher difficulty cap. However, the difficulty cap of uncollected should not be changing either. My point is that a difficulty level like Uncollected is a constant difficulty, as we get stronger Uncollected should become easier. The difficulty should not grow to match the growth of our champions. This is why I think we need a Cavalier difficulty.
Difficulty shouldn't change as we grow stronger... That's not how it has worked in the past, and it's definitely not how it should work now. They should release a new difficulty corresponding to our advancement as players.Edit: What I mean is that uncollected is a constant difficulty. Constants don't change, which is why the difficulty shouldn't be changing either. Difficulty HAS to change as we grow stronger when it's the plateau of what is offered. Otherwise it no longer presents any challenge. Depends. The difficulty of the fights within the different EQ difficulties should not change, as otherwise some players cannot keep up. However there have to be new levels of EQ difficulties, like a potential Cavalier difficulty
Difficulty shouldn't change as we grow stronger... That's not how it has worked in the past, and it's definitely not how it should work now. They should release a new difficulty corresponding to our advancement as players.Edit: What I mean is that uncollected is a constant difficulty. Constants don't change, which is why the difficulty shouldn't be changing either. Difficulty HAS to change as we grow stronger when it's the plateau of what is offered. Otherwise it no longer presents any challenge. I think you misunderstand what I'm saying. Take master difficulty for example. That difficulty level is constant. If the PI of champs in master ranges from 8000-12000, that range shouldn't grow over time because summoners are getting stronger champs at higher ranks. Instead summoners should be using those stronger champs to take on uncollected which offers a higher difficulty cap. However, the difficulty cap of uncollected should not be changing either. My point is that a difficulty level like Uncollected is a constant difficulty, as we get stronger Uncollected should become easier. The difficulty should not grow to match the growth of our champions. This is why I think we need a Cavalier difficulty. The problem is we can't keep adding difficulties indefinitely the moment a measurable amount of players exceeds them. The devs stated when UC was introduced that every difficulty below the top was intended to be relatively constant difficulty and roughly on a similar difficulty curve connecting them all, while the top tier difficulty was intended to be more variable, adjusting to the needs of the top tier players. That used to be Master difficulty where they mostly fiddled with boss difficulty, and it is now UC difficulty where Master was demoted and UC added above it. If Cav is added above UC, then UC no longer needs to serve that purpose and can rejoin the other difficulties on the same difficulty curve, and Cav will be the new top tier "floating" difficulty. But there has to be such a difficulty, or rather it is a reasonable design compromise the devs have decided to employ. There's no "should" or "should not" when it comes to that choice. It is a choice, and one I think is a reasonable one.Keep in mind that the lower difficulties are "progressional" difficulties: you are supposed to master beginner and move on to normal, and so on. But in a sense, the top rung on the ladder is the end of progression, not a part of it. There is currently no difficulty tier above UC, and therefore no design imperative to gracefully ease players to and above it. There's no above it. That will always be true about the top tier difficulty for the monthly quests. The bottom tier and top tier of difficulty for progressional content are special cases, because there's no way to enter the bottom, and there's no way to exit the top.
Difficulty shouldn't change as we grow stronger... That's not how it has worked in the past, and it's definitely not how it should work now. They should release a new difficulty corresponding to our advancement as players.Edit: What I mean is that uncollected is a constant difficulty. Constants don't change, which is why the difficulty shouldn't be changing either. Difficulty HAS to change as we grow stronger when it's the plateau of what is offered. Otherwise it no longer presents any challenge. I think you misunderstand what I'm saying. Take master difficulty for example. That difficulty level is constant. If the PI of champs in master ranges from 8000-12000, that range shouldn't grow over time because summoners are getting stronger champs at higher ranks. Instead summoners should be using those stronger champs to take on uncollected which offers a higher difficulty cap. However, the difficulty cap of uncollected should not be changing either. My point is that a difficulty level like Uncollected is a constant difficulty, as we get stronger Uncollected should become easier. The difficulty should not grow to match the growth of our champions. This is why I think we need a Cavalier difficulty. The problem is we can't keep adding difficulties indefinitely the moment a measurable amount of players exceeds them. The devs stated when UC was introduced that every difficulty below the top was intended to be relatively constant difficulty and roughly on a similar difficulty curve connecting them all, while the top tier difficulty was intended to be more variable, adjusting to the needs of the top tier players. That used to be Master difficulty where they mostly fiddled with boss difficulty, and it is now UC difficulty where Master was demoted and UC added above it. If Cav is added above UC, then UC no longer needs to serve that purpose and can rejoin the other difficulties on the same difficulty curve, and Cav will be the new top tier "floating" difficulty. But there has to be such a difficulty, or rather it is a reasonable design compromise the devs have decided to employ. There's no "should" or "should not" when it comes to that choice. It is a choice, and one I think is a reasonable one.Keep in mind that the lower difficulties are "progressional" difficulties: you are supposed to master beginner and move on to normal, and so on. But in a sense, the top rung on the ladder is the end of progression, not a part of it. There is currently no difficulty tier above UC, and therefore no design imperative to gracefully ease players to and above it. There's no above it. That will always be true about the top tier difficulty for the monthly quests. The bottom tier and top tier of difficulty for progressional content are special cases, because there's no way to enter the bottom, and there's no way to exit the top. I would agree with that for the most part. My comment was more in reply to the one that suggested that because we’ve been able to get r5 5* that it’s ok to bump the difficulty of UC. That, in my opinion, is not a valid reason for adjusting difficulty.
Hey everybody, we can go back and forth on this all day, but I want to give some context and information on this Uncollected Rewards change.We did not update Uncollected this time around because it's a more delicate balancing act. Why is that? Because as many of you have mentioned, the Difficulty of Uncollected Fluctuates more than Master or Heroic, etc. What we need to look at is both the difficulty level here, and the rewards. Is Uncollected where it should be for difficulty, or is there need for a new designation (Cavalier, for instance). Does this Difficulty level become that new level, or is the next one even more Difficult? Do we need to wait a little while and make a new difficulty for after you complete Act 6? Where should Uncollected be in the Difficulty scale compared to what's coming next?There are a lot of questions that we need to answer. We're not holding on to a rewards Change until we answer ALL of these, but we need to have some of this figured out before we can look at what we want to do for a difficulty change.I hope that answers some questions on that. Let's keep this thread about the actual event itself. What makes the most sense to me would be to keep UC rewards the same but knock it back to what it was when it was released (one path of nodes, not one path without them). That way players just getting UC can actually have a shot at doing the maps. Then add Cav difficulty that is a bit harder then what UC is now, with better rewards. If Cav difficulty is added it is extremely unlikely, and in my opinion undesirable, for it to be just "a bit harder" than UC. If we add Cav, then following the same design perspective that was followed with UC, UC would no longer "float" as top tier difficulty but would be knocked down to be approximately linearly above Master (my guess: one or two noded paths) while Cav would be substantially higher, and also variable and floating top tier difficulty. It would probably be some paths no nodes, some paths Act 5 nodes, and some paths Act 6 nodes. That was my point. Put UC back to where it was because UC isn't the top end of progression anymore. Make Cav the hardest level for the best players.
Difficulty shouldn't change as we grow stronger... That's not how it has worked in the past, and it's definitely not how it should work now. They should release a new difficulty corresponding to our advancement as players.Edit: What I mean is that uncollected is a constant difficulty. Constants don't change, which is why the difficulty shouldn't be changing either. Difficulty HAS to change as we grow stronger when it's the plateau of what is offered. Otherwise it no longer presents any challenge. I think you misunderstand what I'm saying. Take master difficulty for example. That difficulty level is constant. If the PI of champs in master ranges from 8000-12000, that range shouldn't grow over time because summoners are getting stronger champs at higher ranks. Instead summoners should be using those stronger champs to take on uncollected which offers a higher difficulty cap. However, the difficulty cap of uncollected should not be changing either. My point is that a difficulty level like Uncollected is a constant difficulty, as we get stronger Uncollected should become easier. The difficulty should not grow to match the growth of our champions. This is why I think we need a Cavalier difficulty. The problem is we can't keep adding difficulties indefinitely the moment a measurable amount of players exceeds them. The devs stated when UC was introduced that every difficulty below the top was intended to be relatively constant difficulty and roughly on a similar difficulty curve connecting them all, while the top tier difficulty was intended to be more variable, adjusting to the needs of the top tier players. That used to be Master difficulty where they mostly fiddled with boss difficulty, and it is now UC difficulty where Master was demoted and UC added above it. If Cav is added above UC, then UC no longer needs to serve that purpose and can rejoin the other difficulties on the same difficulty curve, and Cav will be the new top tier "floating" difficulty. But there has to be such a difficulty, or rather it is a reasonable design compromise the devs have decided to employ. There's no "should" or "should not" when it comes to that choice. It is a choice, and one I think is a reasonable one.Keep in mind that the lower difficulties are "progressional" difficulties: you are supposed to master beginner and move on to normal, and so on. But in a sense, the top rung on the ladder is the end of progression, not a part of it. There is currently no difficulty tier above UC, and therefore no design imperative to gracefully ease players to and above it. There's no above it. That will always be true about the top tier difficulty for the monthly quests. The bottom tier and top tier of difficulty for progressional content are special cases, because there's no way to enter the bottom, and there's no way to exit the top. I would agree with that for the most part. My comment was more in reply to the one that suggested that because we’ve been able to get r5 5* that it’s ok to bump the difficulty of UC. That, in my opinion, is not a valid reason for adjusting difficulty. On its face, that isn't a good reason to bump difficulty, because it is simply vague. Indirectly, it might be, if the result of those rank ups across the playerbase makes the completion percentage of UC significantly higher than originally, which is another way of saying that relative to the playerbase UC's difficulty is much lower than originally intended. That data is, unfortunately, something players rarely get to see.
If everyone is that unhappy about uncollected not being changed, then stop moaning about it and don’t bother playing it. Simple
Good that rewards are increased. But as usual, because the increment is relatively small, there will be complaints like “That’s it?”, which is kinda disappointing but expected.Adding a Cav difficulty isn’t a bad option but the level of challenge it should provide is questionable. Should it be tuned to 5* R5/6* R2 level? Or 6* R3/4 level?If it were the former, then after a short time, Cavalier difficulty becomes “too easy”. If the latter, then it might be “too difficult” upon release. Imo it’s a tough balancing act and definitely not a sustainable one, with the game’s future in mind. It’s unlikely that we want to stack Easy / Normal / Heroic / Masters / Uncollected / Cavalier / xxx / yyy etc.My suggestion to Kabam will be to have a limit on the number of difficulties made available to players. Eg max of 5 based on the highest story progression title the player holds, in the current context, it’s Cavalier. Energy considerations might need to be considered as well.