Increased difficulty

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Increased difficulty

Postby Tex_Geek_Squad » Mon Dec 14, 2015 11:57 pm

In the last several upgrades, you all have substantially increased the raid difficulty. It now takes 40+ toons to finish a raid when it used to be 25 to 30 toons. In the recent raid that I participated in , Vale of the Ice dragon, And in phase 2, I had to kill 4 screens to see a one percent increase of the completion counter .
This is getting to be too much. I have Been a player for a couple of years and spent significant money to.play. You All have taken the fun out of the game. So I am going to look for a different game to play.

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Re: Increased difficulty

Postby Bimbosigliere » Tue Dec 15, 2015 1:47 am

REDACTED
Last edited by Bimbosigliere on Sat Nov 05, 2016 3:20 pm, edited 1 time in total.
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Re: Increased difficulty

Postby Game_Over_Phåse404 » Tue Dec 15, 2015 2:05 am

All that time and money playing and vale is as high as u can go? Kthanxbye
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Re: Increased difficulty

Postby CheMClarc » Tue Dec 15, 2015 12:29 pm

The difficulty on any raid in the original game has not been changed since we adjusted Crypt of Corruption. We did do some tweaks to Primal Mysteries a while back to make it a little bit easier. The reason it feels harder is because it is taking your guild a lot longer to get through the encounters. This usually means that most of the players are either at the minimum might for the raid or there are not enough of you in the raid.

That being said, we could possibly address these concerns with reducing the amount of waves necessary in each phase to complete the lower end raids and help players along in their progression. This is something that needs to be vetted by the team and is only a possible solution to address your current gameplay experience.
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Re: Increased difficulty

Postby Illy_the_Red » Tue Dec 15, 2015 5:52 pm

CheMClarc wrote:The difficulty on any raid in the original game has not been changed since we adjusted Crypt of Corruption. We did do some tweaks to Primal Mysteries a while back to make it a little bit easier. The reason it feels harder is because it is taking your guild a lot longer to get through the encounters. This usually means that most of the players are either at the minimum might for the raid or there are not enough of you in the raid.

That being said, we could possibly address these concerns with reducing the amount of waves necessary in each phase to complete the lower end raids and help players along in their progression. This is something that needs to be vetted by the team and is only a possible solution to address your current gameplay experience.


You didn't get what he meant. With each update (remember those?) the difficulty of each raid to complete as a guild has gone up massively. Many guilds folded and had to merge once Guardian valour raids came along, never mind during the subsequent inactivity. I was in a guild that could still do LoB without too much trouble even with plenty of inactives. GV meant that was no longer even remotely possible. I remember it being raised often at the time, Eric pointed it out plenty of times to you and Beekeo.
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Re: Increased difficulty

Postby beekeo » Wed Dec 16, 2015 2:01 pm

Vale of the Ice Dragon has not been changed. Raid Difficulty increases as you go through the game, both in raid length and in enemy difficulty. Early raids don't expect a full guild or 50 energy. Mid-level raids do expect that both the guild size and max energy has increased.

If Tex_Geek_Squad was seeing the completion percentage change only after 4 combat encounters it is because there were no other active hitters at that time.

When new valor tiers are added, the new raids are more difficult than the ones that came before.
The designers need to look at what players will be able to do when they first reach this tier and also consider what it will be like once they have all of the new gear bought with that valor type.
You want a combat progression arc that goes from "challenging" to "not challenging" and is neither "impossible" nor "one-shot cakewalk."
You also need to estimate how many active players are expected for the raid and how much energy they will use.
50 characters with 50e plus 30 minutes of regen?

Once the raid is out in the world, we listen to feedback and examine analytics to see how it is performing.
Gold/Silver/Bronze/Fail Percentages
Character Death Rate
etc

And we adjust as needed -- Almost always this mean making it easier since difficulty increases are never popular.

BUT: Player populations at a specific valor tier wax and wane.
ChemClarc is suggesting that we may need to revisit raid lengths to better match the player populations at that level.
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Re: Increased difficulty

Postby Bimbosigliere » Wed Dec 16, 2015 10:16 pm

REDACTED
Last edited by Bimbosigliere on Sat Nov 05, 2016 3:20 pm, edited 1 time in total.
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Re: Increased difficulty

Postby DjCleric » Thu Dec 17, 2015 12:17 am

Bimbosigliere wrote:If you could reduce Skar to be able to be finished gold by 3 toons with 50 e, I'd sure appreciate it. It's too hard as it is now!!


That's 75 waves, even shorter than the current GG which has 93 waves!
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Re: Increased difficulty

Postby Illy_the_Red » Thu Dec 17, 2015 7:04 pm

beekeo wrote:Vale of the Ice Dragon has not been changed. Raid Difficulty increases as you go through the game, both in raid length and in enemy difficulty. Early raids don't expect a full guild or 50 energy. Mid-level raids do expect that both the guild size and max energy has increased.

If Tex_Geek_Squad was seeing the completion percentage change only after 4 combat encounters it is because there were no other active hitters at that time.

When new valor tiers are added, the new raids are more difficult than the ones that came before.
The designers need to look at what players will be able to do when they first reach this tier and also consider what it will be like once they have all of the new gear bought with that valor type.
You want a combat progression arc that goes from "challenging" to "not challenging" and is neither "impossible" nor "one-shot cakewalk."
You also need to estimate how many active players are expected for the raid and how much energy they will use.
50 characters with 50e plus 30 minutes of regen?

Once the raid is out in the world, we listen to feedback and examine analytics to see how it is performing.
Gold/Silver/Bronze/Fail Percentages
Character Death Rate
etc

And we adjust as needed -- Almost always this mean making it easier since difficulty increases are never popular.

BUT: Player populations at a specific valor tier wax and wane.
ChemClarc is suggesting that we may need to revisit raid lengths to better match the player populations at that level.


50 characters? Maybe at peak just after the update, but in-house (no mercs) are you really going to get half the guild? I think that's probably the problem - the waves in GV raids have always assumed way too many toons are in and hitting. That's what the OP meant by difficulty. Everyone knows CV/PM get much easier as you gear/gem up.
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