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. I’d say 5* r5 level as in reality when you get cavalier no one would have a r3 6* heck no ones gonn have one of them till 6:3
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.
I'm ready for the Cavalier EQ difficulty...
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. Wil make sens to giv uc alest 50k gold so we don’t felling gold is getting left out.
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. Wil make sens to giv uc alest 50k gold so we don’t felling gold is getting left out. Nah ther ain’t good ther need to be a update as Miike said ther just how to balvcen it out I'd prefer units...275 seems fair lol seriously don't understand why there's no units... and I've done them all since the modok killmonger event... that should be changed in my opinion
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. Wil make sens to giv uc alest 50k gold so we don’t felling gold is getting left out. Nah ther ain’t good ther need to be a update as Miike said ther just how to balvcen it out I'd prefer units...275 seems fair lol seriously don't understand why there's no units... and I've done them all since the modok killmonger event... that should be changed in my opinion I’m find with no unit and I’m hav done all events so don’t mind zero unit
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. Wil make sens to giv uc alest 50k gold so we don’t felling gold is getting left out. Nah ther ain’t good ther need to be a update as Miike said ther just how to balvcen it out I'd prefer units...275 seems fair lol seriously don't understand why there's no units... and I've done them all since the modok killmonger event... that should be changed in my opinion I’m find with no unit and I’m hav done all events so don’t mind zero unit I hate getting no units. Every single time. I'm not much of a conspiracy theorist but I think they left them off by mistake and then doubled down lol
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.
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.
Honestly the only other thing I can think of would be to make pi and health scale based on what you bring (were gonna use prestige as an example) all r2 6s? Content is *harder* then the guy with r3 5s.And make rewards scale to that somehow
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. I’d say 5* r5 level as in reality when you get cavalier no one would have a r3 6* heck no ones gonn have one of them till 6:3 Issue with 5* r5 level is that it will go out of date very very fast.. and demands for a harder difficulty will follow. There’s no end to it imo.
Merge Uncollected and Cavalier. Since gates seem to be the new theme of everything to revamp the rewards for uncollected add in cavalier gates. There should be a 100% exploration rewards for completing all uncollected paths then increased rewards for 100% the new cavalier gates. Rather than putting in a completely new quest just add a few more paths to uncollected that are more challenging and linked nodes that would buff the boss (iso corruption). The cavalier paths can have t2 alpha on the path which would make these paths look even more attractive. I would make it more simple, uncollected players and cavalier ones get the same event, but different iterations depending if you are cavalier or not. Cavalier could be around the difficulty of room 5 of of dungeons in its final part, 30k-35k enemies, 150k-200k health and 9k to 10k attack, final bosses make it 70k, 300k to 350k health and 15k to 17k attack.Rewards wise, it's hard to say but whatever Uncollected is should be doubled at the very least, preferably tripled (I know, I know, G.R.E.E.D)
Merge Uncollected and Cavalier. Since gates seem to be the new theme of everything to revamp the rewards for uncollected add in cavalier gates. There should be a 100% exploration rewards for completing all uncollected paths then increased rewards for 100% the new cavalier gates. Rather than putting in a completely new quest just add a few more paths to uncollected that are more challenging and linked nodes that would buff the boss (iso corruption). The cavalier paths can have t2 alpha on the path which would make these paths look even more attractive.
#BuffUncollectedRewards They just explained it's more sensitive, but they're looking at it. Not sure if it's because of adding a Cavalier Difficulty or not, but I'd be in favor of that. Uncollected has such a range of Players now that tweaking the difficulty of it too much wouldn't be reasonable for those on the lower end. In any event, they're on it. Lol.
#BuffUncollectedRewards
#BuffUncollectedRewards They just explained it's more sensitive, but they're looking at it. Not sure if it's because of adding a Cavalier Difficulty or not, but I'd be in favor of that. Uncollected has such a range of Players now that tweaking the difficulty of it too much wouldn't be reasonable for those on the lower end. In any event, they're on it. Lol. Personally, I agree. I'm not **** about it being hard, UC/Epic is actually really easy for me. I haven't struggled in a long time because my roster has grown a lot, however I do feel bad for new UC people who have to go through the extra difficulty for no increase in rewards. Add Cav, make it a slight increase from the current UC/Epic, and then decrease the current UC/Epic back to where it was when it was first released. Problem solved.
@Kabam Miike hey, I was wondering if you’d be able to elaborate on the decision to include pathways like the attached in the monthly EQ. There is no champion on the additional route so appears to serve as a method of increasing energy usage by forcing another run on the map. In future would it not be more effective to simply add another route, add a champion to said route, or cut out the additional path altogether?
@Kabam Miike hey, I was wondering if you’d be able to elaborate on the decision to include pathways like the attached in the monthly EQ. There is no champion on the additional route so appears to serve as a method of increasing energy usage by forcing another run on the map. In future would it not be more effective to simply add another route, add a champion to said route, or cut out the additional path altogether? Every Event Quest will have the same number of paths per quest (except for situations like Thanos, or all beginner difficulty quests). Sometimes, we choose to do it in this fashion, other times you'll have branches that intersect.