Uncollected has unquestionably become more difficult. Go watch videos of uncollected in 2017, it’s much different than it is now. Especially if you never played UC at that time yet still want to tell those who did it hasn't changed. lol, now most paths have 2 nodes on them. Fighting the Mighty Charge and Aggressive path now. Reminds me of 2017! The Quests are clearly visible for anyone to see and compare online. You don't need to play it since then to know how it's changed. Further to that, I never said it hasn't changed. I said it hasn't changed beyond what people are capable of, and the game and Players have grown with it. People are going in with R2 6*s and R5 5*s now. Not to mention the Champs themselves have evolved since then. Of course It's changed. So have we. So has the game. No other content in the game has increased in difficulty w/o ever increasing rewards IIRC. Actually, Kabam stated that Master difficulty was also tweaked over time to be more difficult before they introduced Uncollected. And they gave their reasons for doing so when they introduced Uncollected: the top tier of difficulty for the monthly quest was different from the other difficulties in that the lower tier difficulties had fixed difficulty but the top tier difficulty adjusted over time relative to the players tackling it: as players got strong on average, the difficulty rose to match. This was to compromise between the need to have the difficulty be relatively stable and the need to have difficulty tiers that targeted higher progress players. As they couldn't keep adding difficulty tiers, they "floated" the top tier difficulty. When they added Uncollected, they simultaneously dramatically lowered Master difficulty to where the difficulty curve of the lower tiers suggested it "ought" to be, as it no longer needed to fulfill the extra job of addressing a wider range of higher progression players.So Uncollected isn't doing anything Master before it didn't do.
Uncollected has unquestionably become more difficult. Go watch videos of uncollected in 2017, it’s much different than it is now. Especially if you never played UC at that time yet still want to tell those who did it hasn't changed. lol, now most paths have 2 nodes on them. Fighting the Mighty Charge and Aggressive path now. Reminds me of 2017! The Quests are clearly visible for anyone to see and compare online. You don't need to play it since then to know how it's changed. Further to that, I never said it hasn't changed. I said it hasn't changed beyond what people are capable of, and the game and Players have grown with it. People are going in with R2 6*s and R5 5*s now. Not to mention the Champs themselves have evolved since then. Of course It's changed. So have we. So has the game. No other content in the game has increased in difficulty w/o ever increasing rewards IIRC.
Uncollected has unquestionably become more difficult. Go watch videos of uncollected in 2017, it’s much different than it is now. Especially if you never played UC at that time yet still want to tell those who did it hasn't changed. lol, now most paths have 2 nodes on them. Fighting the Mighty Charge and Aggressive path now. Reminds me of 2017! The Quests are clearly visible for anyone to see and compare online. You don't need to play it since then to know how it's changed. Further to that, I never said it hasn't changed. I said it hasn't changed beyond what people are capable of, and the game and Players have grown with it. People are going in with R2 6*s and R5 5*s now. Not to mention the Champs themselves have evolved since then. Of course It's changed. So have we. So has the game.
Uncollected has unquestionably become more difficult. Go watch videos of uncollected in 2017, it’s much different than it is now. Especially if you never played UC at that time yet still want to tell those who did it hasn't changed. lol, now most paths have 2 nodes on them. Fighting the Mighty Charge and Aggressive path now. Reminds me of 2017!
Uncollected has unquestionably become more difficult. Go watch videos of uncollected in 2017, it’s much different than it is now.
Uncollected has unquestionably become more difficult. Go watch videos of uncollected in 2017, it’s much different than it is now. Especially if you never played UC at that time yet still want to tell those who did it hasn't changed. lol, now most paths have 2 nodes on them. Fighting the Mighty Charge and Aggressive path now. Reminds me of 2017! The Quests are clearly visible for anyone to see and compare online. You don't need to play it since then to know how it's changed. Further to that, I never said it hasn't changed. I said it hasn't changed beyond what people are capable of, and the game and Players have grown with it. People are going in with R2 6*s and R5 5*s now. Not to mention the Champs themselves have evolved since then. Of course It's changed. So have we. So has the game. No other content in the game has increased in difficulty w/o ever increasing rewards IIRC. Actually, Kabam stated that Master difficulty was also tweaked over time to be more difficult before they introduced Uncollected. And they gave their reasons for doing so when they introduced Uncollected: the top tier of difficulty for the monthly quest was different from the other difficulties in that the lower tier difficulties had fixed difficulty but the top tier difficulty adjusted over time relative to the players tackling it: as players got strong on average, the difficulty rose to match. This was to compromise between the need to have the difficulty be relatively stable and the need to have difficulty tiers that targeted higher progress players. As they couldn't keep adding difficulty tiers, they "floated" the top tier difficulty. When they added Uncollected, they simultaneously dramatically lowered Master difficulty to where the difficulty curve of the lower tiers suggested it "ought" to be, as it no longer needed to fulfill the extra job of addressing a wider range of higher progression players.So Uncollected isn't doing anything Master before it didn't do. So they dropped master difficulty AND increased the rewards. Not sure how that's supposed to prove that UC isn't the only part of the game to get harder and NEVER get a rewards increase. Maybe a few more paragraphs will help?
Uncollected has unquestionably become more difficult. Go watch videos of uncollected in 2017, it’s much different than it is now. Especially if you never played UC at that time yet still want to tell those who did it hasn't changed. lol, now most paths have 2 nodes on them. Fighting the Mighty Charge and Aggressive path now. Reminds me of 2017! The Quests are clearly visible for anyone to see and compare online. You don't need to play it since then to know how it's changed. Further to that, I never said it hasn't changed. I said it hasn't changed beyond what people are capable of, and the game and Players have grown with it. People are going in with R2 6*s and R5 5*s now. Not to mention the Champs themselves have evolved since then. Of course It's changed. So have we. So has the game. No other content in the game has increased in difficulty w/o ever increasing rewards IIRC. Actually, Kabam stated that Master difficulty was also tweaked over time to be more difficult before they introduced Uncollected. And they gave their reasons for doing so when they introduced Uncollected: the top tier of difficulty for the monthly quest was different from the other difficulties in that the lower tier difficulties had fixed difficulty but the top tier difficulty adjusted over time relative to the players tackling it: as players got strong on average, the difficulty rose to match. This was to compromise between the need to have the difficulty be relatively stable and the need to have difficulty tiers that targeted higher progress players. As they couldn't keep adding difficulty tiers, they "floated" the top tier difficulty. When they added Uncollected, they simultaneously dramatically lowered Master difficulty to where the difficulty curve of the lower tiers suggested it "ought" to be, as it no longer needed to fulfill the extra job of addressing a wider range of higher progression players.So Uncollected isn't doing anything Master before it didn't do. But that's not what eq is meant for. That's what story and permanent stuff is for. Eq is extremely limited time events. It's not supposed to get harder just because a portion of the playerbase gets stronger. Your supposed to introduce harder content aka cavalier or epic.
Uncollected has unquestionably become more difficult. Go watch videos of uncollected in 2017, it’s much different than it is now. Especially if you never played UC at that time yet still want to tell those who did it hasn't changed. lol, now most paths have 2 nodes on them. Fighting the Mighty Charge and Aggressive path now. Reminds me of 2017! The Quests are clearly visible for anyone to see and compare online. You don't need to play it since then to know how it's changed. Further to that, I never said it hasn't changed. I said it hasn't changed beyond what people are capable of, and the game and Players have grown with it. People are going in with R2 6*s and R5 5*s now. Not to mention the Champs themselves have evolved since then. Of course It's changed. So have we. So has the game. No other content in the game has increased in difficulty w/o ever increasing rewards IIRC. Actually, Kabam stated that Master difficulty was also tweaked over time to be more difficult before they introduced Uncollected. And they gave their reasons for doing so when they introduced Uncollected: the top tier of difficulty for the monthly quest was different from the other difficulties in that the lower tier difficulties had fixed difficulty but the top tier difficulty adjusted over time relative to the players tackling it: as players got strong on average, the difficulty rose to match. This was to compromise between the need to have the difficulty be relatively stable and the need to have difficulty tiers that targeted higher progress players. As they couldn't keep adding difficulty tiers, they "floated" the top tier difficulty. When they added Uncollected, they simultaneously dramatically lowered Master difficulty to where the difficulty curve of the lower tiers suggested it "ought" to be, as it no longer needed to fulfill the extra job of addressing a wider range of higher progression players.So Uncollected isn't doing anything Master before it didn't do. But that's not what eq is meant for. That's what story and permanent stuff is for. Eq is extremely limited time events. It's not supposed to get harder just because a portion of the playerbase gets stronger. Your supposed to introduce harder content aka cavalier or epic. Apparently the people who make the game disagree with you.It is more fundamental of a disagreement than you even realize, because like most games like this it is pretty obvious to me Kabam is using the same data-driven methods as most game operators. And that means the very definition of difficulty is data-dependent. Which is another way of saying that difficulty is judged not based on some paper analysis of the content, but on pure numbers: what percentage of the intended playerbase completes it.In other words, according to you (I'm assuming) the exact same identical piece of content released month after month has constant difficulty. But according to data-driven game developers (which is like most of them in online gaming) that would be decreasing difficulty, because more and more players would be completing it due to them progressing.UC doesn't get easier and harder because the devs want to make it easier and harder on a whim. It gets easier and harder because in data-driven terms UC's effective difficulty is being adjusted month by month to make its difficulty constant relative to its target audience. Its a very rough adjustment month by month, but on long time scales the trend is more obvious.The only reason you don't really see this happen with, say, Easy difficulty is because Easy difficulty's intended target audience remains relatively fixed over time: relatively new players. New players are always new players, even as existing new players progress upward and new new players replace them. Where you see this most dramatically is at the top tier of players, because there's no way to "graduate" out of that player bracket (as there's no higher one). So UC, and to a lesser extent Master, are the only brackets where anything actually happens that's noticeable.
Uncollected has unquestionably become more difficult. Go watch videos of uncollected in 2017, it’s much different than it is now. Especially if you never played UC at that time yet still want to tell those who did it hasn't changed. lol, now most paths have 2 nodes on them. Fighting the Mighty Charge and Aggressive path now. Reminds me of 2017! The Quests are clearly visible for anyone to see and compare online. You don't need to play it since then to know how it's changed. Further to that, I never said it hasn't changed. I said it hasn't changed beyond what people are capable of, and the game and Players have grown with it. People are going in with R2 6*s and R5 5*s now. Not to mention the Champs themselves have evolved since then. Of course It's changed. So have we. So has the game. No other content in the game has increased in difficulty w/o ever increasing rewards IIRC. Actually, Kabam stated that Master difficulty was also tweaked over time to be more difficult before they introduced Uncollected. And they gave their reasons for doing so when they introduced Uncollected: the top tier of difficulty for the monthly quest was different from the other difficulties in that the lower tier difficulties had fixed difficulty but the top tier difficulty adjusted over time relative to the players tackling it: as players got strong on average, the difficulty rose to match. This was to compromise between the need to have the difficulty be relatively stable and the need to have difficulty tiers that targeted higher progress players. As they couldn't keep adding difficulty tiers, they "floated" the top tier difficulty. When they added Uncollected, they simultaneously dramatically lowered Master difficulty to where the difficulty curve of the lower tiers suggested it "ought" to be, as it no longer needed to fulfill the extra job of addressing a wider range of higher progression players.So Uncollected isn't doing anything Master before it didn't do. But that's not what eq is meant for. That's what story and permanent stuff is for. Eq is extremely limited time events. It's not supposed to get harder just because a portion of the playerbase gets stronger. Your supposed to introduce harder content aka cavalier or epic. Apparently the people who make the game disagree with you.It is more fundamental of a disagreement than you even realize, because like most games like this it is pretty obvious to me Kabam is using the same data-driven methods as most game operators. And that means the very definition of difficulty is data-dependent. Which is another way of saying that difficulty is judged not based on some paper analysis of the content, but on pure numbers: what percentage of the intended playerbase completes it.In other words, according to you (I'm assuming) the exact same identical piece of content released month after month has constant difficulty. But according to data-driven game developers (which is like most of them in online gaming) that would be decreasing difficulty, because more and more players would be completing it due to them progressing.UC doesn't get easier and harder because the devs want to make it easier and harder on a whim. It gets easier and harder because in data-driven terms UC's effective difficulty is being adjusted month by month to make its difficulty constant relative to its target audience. Its a very rough adjustment month by month, but on long time scales the trend is more obvious.The only reason you don't really see this happen with, say, Easy difficulty is because Easy difficulty's intended target audience remains relatively fixed over time: relatively new players. New players are always new players, even as existing new players progress upward and new new players replace them. Where you see this most dramatically is at the top tier of players, because there's no way to "graduate" out of that player bracket (as there's no higher one). So UC, and to a lesser extent Master, are the only brackets where anything actually happens that's noticeable. That may be true when UC first came out, but it has been nearly 2 years. The amount of resources and new epic difficulties of special events prove that UC is no longer top dog and therefore they need to find both a way to keep UC stabilized AND introduce the next step up, especially with r3 6* on the horizon.
Uncollected has unquestionably become more difficult. Go watch videos of uncollected in 2017, it’s much different than it is now. Especially if you never played UC at that time yet still want to tell those who did it hasn't changed. lol, now most paths have 2 nodes on them. Fighting the Mighty Charge and Aggressive path now. Reminds me of 2017! The Quests are clearly visible for anyone to see and compare online. You don't need to play it since then to know how it's changed. Further to that, I never said it hasn't changed. I said it hasn't changed beyond what people are capable of, and the game and Players have grown with it. People are going in with R2 6*s and R5 5*s now. Not to mention the Champs themselves have evolved since then. Of course It's changed. So have we. So has the game. No other content in the game has increased in difficulty w/o ever increasing rewards IIRC. Actually, Kabam stated that Master difficulty was also tweaked over time to be more difficult before they introduced Uncollected. And they gave their reasons for doing so when they introduced Uncollected: the top tier of difficulty for the monthly quest was different from the other difficulties in that the lower tier difficulties had fixed difficulty but the top tier difficulty adjusted over time relative to the players tackling it: as players got strong on average, the difficulty rose to match. This was to compromise between the need to have the difficulty be relatively stable and the need to have difficulty tiers that targeted higher progress players. As they couldn't keep adding difficulty tiers, they "floated" the top tier difficulty. When they added Uncollected, they simultaneously dramatically lowered Master difficulty to where the difficulty curve of the lower tiers suggested it "ought" to be, as it no longer needed to fulfill the extra job of addressing a wider range of higher progression players.So Uncollected isn't doing anything Master before it didn't do. But that's not what eq is meant for. That's what story and permanent stuff is for. Eq is extremely limited time events. It's not supposed to get harder just because a portion of the playerbase gets stronger. Your supposed to introduce harder content aka cavalier or epic. Apparently the people who make the game disagree with you.It is more fundamental of a disagreement than you even realize, because like most games like this it is pretty obvious to me Kabam is using the same data-driven methods as most game operators. And that means the very definition of difficulty is data-dependent. Which is another way of saying that difficulty is judged not based on some paper analysis of the content, but on pure numbers: what percentage of the intended playerbase completes it.In other words, according to you (I'm assuming) the exact same identical piece of content released month after month has constant difficulty. But according to data-driven game developers (which is like most of them in online gaming) that would be decreasing difficulty, because more and more players would be completing it due to them progressing.UC doesn't get easier and harder because the devs want to make it easier and harder on a whim. It gets easier and harder because in data-driven terms UC's effective difficulty is being adjusted month by month to make its difficulty constant relative to its target audience. Its a very rough adjustment month by month, but on long time scales the trend is more obvious.The only reason you don't really see this happen with, say, Easy difficulty is because Easy difficulty's intended target audience remains relatively fixed over time: relatively new players. New players are always new players, even as existing new players progress upward and new new players replace them. Where you see this most dramatically is at the top tier of players, because there's no way to "graduate" out of that player bracket (as there's no higher one). So UC, and to a lesser extent Master, are the only brackets where anything actually happens that's noticeable. That may be true when UC first came out, but it has been nearly 2 years. The amount of resources and new epic difficulties of special events prove that UC is no longer top dog and therefore they need to find both a way to keep UC stabilized AND introduce the next step up, especially with r3 6* on the horizon. UC is the "top dog" in terms of the monthly quest. Other events have their own separate difficulty tiers and tier requirements. Just because an event contains an epic difficulty that is higher than that month's UC, that doesn't mean there's a specific problem with UC, because there's no law that says the normal monthly events must contain the highest difficulty of all events. It is more the reverse than anything.One thing and one thing only is going to determine when we get a difficulty tier higher than UC within the normal monthly quests. And that is when the devs determine enough players exist that could comfortably do it, given the approximate difficulty scale that the higher difficulty will likely have. Nothing else really matters, and at the moment I'm skeptical that a sufficient number of players actually exists yet.The point of the standard difficulty tiers for the monthly quests isn't to be there to challenge the first player to reach a new progress mark. If you're the first player to rank up r3s, the only thing you're really going to be using them for is content like the maze, until enough players catch up to you.
Uncollected has unquestionably become more difficult. Go watch videos of uncollected in 2017, it’s much different than it is now. Especially if you never played UC at that time yet still want to tell those who did it hasn't changed. lol, now most paths have 2 nodes on them. Fighting the Mighty Charge and Aggressive path now. Reminds me of 2017! The Quests are clearly visible for anyone to see and compare online. You don't need to play it since then to know how it's changed. Further to that, I never said it hasn't changed. I said it hasn't changed beyond what people are capable of, and the game and Players have grown with it. People are going in with R2 6*s and R5 5*s now. Not to mention the Champs themselves have evolved since then. Of course It's changed. So have we. So has the game. No other content in the game has increased in difficulty w/o ever increasing rewards IIRC. Actually, Kabam stated that Master difficulty was also tweaked over time to be more difficult before they introduced Uncollected. And they gave their reasons for doing so when they introduced Uncollected: the top tier of difficulty for the monthly quest was different from the other difficulties in that the lower tier difficulties had fixed difficulty but the top tier difficulty adjusted over time relative to the players tackling it: as players got strong on average, the difficulty rose to match. This was to compromise between the need to have the difficulty be relatively stable and the need to have difficulty tiers that targeted higher progress players. As they couldn't keep adding difficulty tiers, they "floated" the top tier difficulty. When they added Uncollected, they simultaneously dramatically lowered Master difficulty to where the difficulty curve of the lower tiers suggested it "ought" to be, as it no longer needed to fulfill the extra job of addressing a wider range of higher progression players.So Uncollected isn't doing anything Master before it didn't do. But that's not what eq is meant for. That's what story and permanent stuff is for. Eq is extremely limited time events. It's not supposed to get harder just because a portion of the playerbase gets stronger. Your supposed to introduce harder content aka cavalier or epic. Apparently the people who make the game disagree with you.It is more fundamental of a disagreement than you even realize, because like most games like this it is pretty obvious to me Kabam is using the same data-driven methods as most game operators. And that means the very definition of difficulty is data-dependent. Which is another way of saying that difficulty is judged not based on some paper analysis of the content, but on pure numbers: what percentage of the intended playerbase completes it.In other words, according to you (I'm assuming) the exact same identical piece of content released month after month has constant difficulty. But according to data-driven game developers (which is like most of them in online gaming) that would be decreasing difficulty, because more and more players would be completing it due to them progressing.UC doesn't get easier and harder because the devs want to make it easier and harder on a whim. It gets easier and harder because in data-driven terms UC's effective difficulty is being adjusted month by month to make its difficulty constant relative to its target audience. Its a very rough adjustment month by month, but on long time scales the trend is more obvious.The only reason you don't really see this happen with, say, Easy difficulty is because Easy difficulty's intended target audience remains relatively fixed over time: relatively new players. New players are always new players, even as existing new players progress upward and new new players replace them. Where you see this most dramatically is at the top tier of players, because there's no way to "graduate" out of that player bracket (as there's no higher one). So UC, and to a lesser extent Master, are the only brackets where anything actually happens that's noticeable. That may be true when UC first came out, but it has been nearly 2 years. The amount of resources and new epic difficulties of special events prove that UC is no longer top dog and therefore they need to find both a way to keep UC stabilized AND introduce the next step up, especially with r3 6* on the horizon. UC is the "top dog" in terms of the monthly quest. Other events have their own separate difficulty tiers and tier requirements. Just because an event contains an epic difficulty that is higher than that month's UC, that doesn't mean there's a specific problem with UC, because there's no law that says the normal monthly events must contain the highest difficulty of all events. It is more the reverse than anything.One thing and one thing only is going to determine when we get a difficulty tier higher than UC within the normal monthly quests. And that is when the devs determine enough players exist that could comfortably do it, given the approximate difficulty scale that the higher difficulty will likely have. Nothing else really matters, and at the moment I'm skeptical that a sufficient number of players actually exists yet.The point of the standard difficulty tiers for the monthly quests isn't to be there to challenge the first player to reach a new progress mark. If you're the first player to rank up r3s, the only thing you're really going to be using them for is content like the maze, until enough players catch up to you. I disagree with why they wont put new difficulty in. They have added tons of content that only a very small percentage of playerbase can achieve so thats not the major problem. What kabam are really looking for is the durability of a new mode. They want to keep the playerbase interested in the new diffculty and not be able to clear it extremely fast with rank 3s for example. What I think will happen is that they will introduce a new difficulty when 6.4 releases and tune it for rank 4 and 5s and then make 6 star rank 3s more accessible.
ZERO UNITS for Uncollected, when all other difficulties are +150 units? Is that the way it’s always been?