Forgive if there is already a post on this (posts can fall off the 1st pages fast), but was wondering what other thought on this.
I want to bring up an aspect of the PVE CL refactor in regards to CL9 & CL10 that’s been a pretty big negative side effect for me.
Understandable the CL9 node structure swapped out the green hard node for a 2-Star required node. But the tradeoff is that in CL9 each node now needs 4 clears to start the refresh timer, whereas CL10 (in both the old and new setups) only needs 3.
I can’t play CL10 cause I don’t have champ maxed 5’s or 4-Star ascended 5-Stars (and none are close). I initially tried it because my muscle memory selected it once or twice, and I could barely beat some of the hardest max level nodes (green & 5-Star Required nodes). My roster isn’t ready for it yet, which I understand and is fine; UBER end game players need a PVE difficulty.
However, the time investment to play a PVE event has gone up dramatically for me. I’ve found that I now need more than an hour+ for each PVE sub-event to start the refresh timer for all of its nodes (clear each one 4 times), especially when the 5-Star required character is trash and/or not cover maxed (like Silver Sable).
Under the old CL10, I could do it in under half an hour. As a result, I’ve missed some of the final Progression Rewards because I ran out of time, as my old habits thinking it wouldn’t take as long as it now does. Annoying AF because these are the ones that would help me the most; the biggest CP reward, 5-Star & 6-Star Shards, etc. Weirdly I tend to place top 100 (sometimes even top 50), yet still have missed some of these Progression Rewards.
Suppose the obvious comments could be to “get gud”, but that’s not necessarily the point. It’s that I now have to play more total nodes than before, which takes more time out of my day.
Back in the day, the Demiurge devs tested different node refresh structures to fix the unreasonable time investment of “nodes refresh every 4 hours” (Pepperidge Farm remembers). Their goal was 3-fold → find a good balance between difficulty, rewards, and respect for the player’s time.
That last part didn’t seem to happen with this update. We got a new PVE reward structure, but then little to no adjustments since.
Scoring is relative within a PVE event, so reducing the number of clears needed to 3 wouldn’t impact final placement rankings much. Progression Reward requirements would need some adjustments though, but reaching the last few rewards are all over the place anyway, with some events having much less ‘catch up’ opportunities than others.
With the current state of the game (laggy/slow/buggy menus, features from the old engine still missing, etc.) who knows when they will be able to make adjustments here. Timely (and appropriate) game balance has not been a common thing with this game whoever the devs have been, but with all of the turmoil behind the scenes (rough deploy of the Unity engine upgrade, dev teams changing, etc.) I can totally emphasize.
Anyway, I usually don’t post like these and mostly lurk, but wanted to vent a bit and give my perspective now that this new PVE structure has been live for about 2 months.