**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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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.
1. Uncollected difficulty is overtuned. Since its introduction, the Uncollected difficulty has gotten more difficult over time. I think the difficult should cut back just a bit. Therefore, it’s technically not where it should be and a new difficulty should emerge with a new title (i.e. Cavalier). I think the same questions you asked yourselves regarding introducing the Uncollected difficulty should be considered again for the Cavalier difficulty.
2. From what I saw, with the introduction of Act 5.4, you also introduced the Uncollected difficulty. I think you should do the same for the Cavalier difficulty. When Act 6.4 drops, this would be a grand opportunity to introduce the Cavalier difficulty as well.
3. In regards to scaling, I would say Uncollected is approximately 2-3 times harder than Master. If you’re going to introduce Cavalier difficulty, it should be about 1.5-1.75 times harder than Uncollected.
P.S. please buff Uncollected rewards 🙂
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'm also on the side of adding a new Difficulty, but as Miiike pointed out, it's something that requires a great measure of forethought and discussion, and needs to be in a time and way that's appropriate. My point about it being a plateau was to indicate that it's been the ceiling for some time now, so now would be the time to consider adding a new one in the future because any alterations that are too extreme would have an adverse effect. I was making the point that it's had to change over time because it was the highest you can go, and that's encompassed a range of people. It's in the interest of the same consistency that I suggested adding a new one, albeit not rashly or overnight, just in terms of looking at the Reward/challenge ratio. It's reasonable that it will change over time. Not in any way that's extreme, and I've always been the one to speak up for that at times when I felt it wasn't scaled.
Maybe a minor change to the things you pick up along the path?
Just basic things like changing the L2 potions to L3 or above, bigger iso chunks from the chests, that sort of stuff.
Obviously exploring the quest isn’t really about picking those up but it would be a nice change.
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.