Explore mode has 12 difficulty settings, each defining its own upper and lower level limits. Each setting is more difficult than the one before. Difficulty increases as you progress towards the final battle and ideally peaks with the m-m-mythic boss battle. This keeps the experience within a predictable range of valleys and peaks and allows for players to develop a sense of progression.
To illustrate, this is what explore mode opponent level valleys and peaks and difficulty settings look like:
Youâd expect world events to follow a similar pattern.
SYKE.
They donât; battle levels increase independently as every preset battle is a separate âexploreâ run in itself. This leads to some rather⌠funky? results because thereâs no lower bound for difficulty.
Just beat a level 500 battle? Surely your next opponentâs going to be level 425-525?
SYKE.
Itâs level 20-40 battles for the next seven sigils for you.
Let me accurately illustrate world event difficulty progression:
I donât mind the bouncing around too much. For low level players the graph would look like explore actually as they wouldnât even attempt doing the higher level fights.
Iâd prefer if each different fight would have its own team though. I typically set up speed teams for low levels, and scaling teams for high levels. But, once any fight gets to high level, it becomes a pain to change teams.
Iâd also love if the design of picking fights was updated so weâd never get a map of only one type of fight. Many world event unofficial rules become: âAvoid fight X. When thatâs all you have left, pick a random spot on the map and just spam that one.â If the design was improved so this wouldnât happen, we wouldnât see so much bouncing difficulty either.
Originally the level design made sense. Because the world events had âboss troopsâ. Yes ladies and gents. The Red borders were made for more than just 2 troops in the game. (Maybe the dungeon bosses have them as well?)
But the devs quickly phased them out. No one bitched because for higher levels it made the events too easy. (Lower levels it gave them a chance to do more than a few world event battles) and no one thinks before they speak so yeah I think we havenât saw them since the first campaign.
Yet the difficulty in world events remained the same as if boss troops still existed within the campaign. (I also think theyâre the reason troop roles exist as a reason for the RNG to select it as a restriction for the week but Iâm not sure.)
Stuff like this always makes me wonder how much precious development time just ends up on the cutting room floor.
Medals with effects. Campaign Artifact effects. More ways to acquire forge scrolls â the list goes on and on for things that were supposedly developed and summarily scrapped, often before the community even got to try them out.
Such a waste.
And if this waste is unwanted, then why not fix the things or implement the changes people are actually asking for, rather than make a thing that no one wanted only to throw it away when people complain theyâre getting coal on Christmas.