Why Cavalier difficulty still has no units?
Greekhit
Member Posts: 2,820 ★★★★★
When first Cavalier difficulty appeared as the top difficulty, it brought a new trend at monthly events quests: The absence of units.
This was defended by the game developers with the argument, Cavalier difficulty had top tier rewards, and they were enough to justify unit absence.
Thronebreaker difficulty appeared this month and it kept the same trend. No units.
Though Cavalier rewards now aren’t top tier, to keep the argument still valid.
Why then Cavalier difficulty still doesn’t have units as rewards?
It’s not a big deal, it’s only a total of 150 units for exploration (if I’m not mistaken) for each difficulty.
To me personally, is a very “cheap” move to gradually remove Units from EQ difficulties.
Opinions?
This was defended by the game developers with the argument, Cavalier difficulty had top tier rewards, and they were enough to justify unit absence.
Thronebreaker difficulty appeared this month and it kept the same trend. No units.
Though Cavalier rewards now aren’t top tier, to keep the argument still valid.
Why then Cavalier difficulty still doesn’t have units as rewards?
It’s not a big deal, it’s only a total of 150 units for exploration (if I’m not mistaken) for each difficulty.
To me personally, is a very “cheap” move to gradually remove Units from EQ difficulties.
Opinions?
8
Comments
Uncollected (Units)
Cavalier (No Units)
Thronebreaker (No Units)
🤔
We have a set amount of units that we allot for rewards in monthly Event Quests, and that hasn't changed, but we have changed exactly where they are in the past.
2. The difficulty difference between Conqueror and Thronebreaker is lower today than the difficulty tiers used to be, because Conqueror players (as well as all lower tier players) are getting 5* and higher champs far faster than veteran players used to in the past. When I completed Act 3, which would today make me a Proven account, I was doing that with 3* champs. Today people are blasting through Act 3 with 4* and 5* champs. Based on my understanding of the current player progress situation, I would not be surprised to find out that players are blowing through Act 4 and starting Act 5 with rank 3 5* champs and higher. Conqueror currently contains champs that I would expect to be a decent challenge for the average player bringing a mix of r3 and r4 5* attackers. And that's probably what those players either have, or will soon acquire.
From our position towering way over the difficulty tiers, they did get harder because we didn't get stronger. What we used to obliterate without looking is now hard enough that we have to use at least one hand to beat. But from the perspective of new players progressing upward, the difficulty tiers were in relative terms getting lower and lower as their rosters got stronger and stronger. Proven players are walking around with stronger rosters than I had when I became Cavalier (that's not an exaggeration: I did 6.1 with a team of mostly R3 and one or two R4 5* champs). Those difficulty tiers today are a closer match to the rosters players are being handed at those lower tiers, as part of Kabam's ongoing low tier acceleration plan they mentioned a few years back now. Players are being accelerated to Uncollected at very high speeds now. So fast that they are outleveling the difficulty of the content at their progress tier before they can level up to the next progress tier.
You're not wrong, but I was asking him.
Separately, you should not expect replies from mods or devs. They may reply, but they are not obligated to. The presumption is that if someone else on the forums can answer the question, it is better if they do, as the forums are not a platform to explicitly target the mods or devs with questions.
The total Units amount will still be the same(600), but all difficulties will contain Units 🙂
Cav is still considered "top difficulty", which is why there isn't units as it has other valuable items in it.