Please separate story Urgent Quest and field difficulty

Suggestion

Since Season 11, the button to lower the difficulty of story Urgent Quests has been removed, and having to lower the difficulty through the field difficulty selection is very inconvenient.

Current Status

Having to change the difficulty for 3 hours every time just to clear an Urgent Quest is really painful. I would like the field and Urgent Quest difficulties to be separate.

Please please do this. Not being able to separate map and story will stop me from playing and spending money on this game. Seems odd they would remove this option!

It’s right there in the top left.

If you tell me to just get good enough to beat 10★, fair enough, but syncing is a bit…

This was a very odd decision… please, change it back… it’s gonna kill the game for me and many other players…

This is definitely a change for the worse.
Since I loop the story over and over for Season Tiers,
I was doing it at ★8.
If clearing it once were enough, I think it would be fine as is, though.

Up until now, monsters up to 10★ appeared in the field and I kept playing through the story at 8★, so I really wish they hadn’t made this update…

I wish they would implement lowering the difficulty of only Urgent Quests from the settings, just like before.

While I also support the notion of separating the difficulty levers between story quests and field monsters, the ability to change the difficulty every 3 hours means that we have greater flexibility in choosing which difficulty of monster we want to hunt between the story quests and field monsters.

Currently, I set the difficulty to 8-star and focus on clearing the story once. After that, I’ll set the difficulty back to 10-star and focus only on the field monsters. No love lost for not completing the story quests again.

Before acting all high and mighty, please actually read the proposal.

That may be true regarding field monsters, but since you can no longer have the field at 10★ and the story at 8★, even considering that you can change the star rating mid-story, the issue being raised here is that the overall flexibility of the story has decreased.

As for the second half, that’s just a matter of you having accepted it; no longer being able to do what we could do before and having a harder time progressing through the story is definitely going to draw a lot of backlash from players, I think.

Just like before

I’m not disagreeing with you there. I, too, wonder why the feature is implemented this way.

I was somewhat shocked this morning when I saw that the first story urgent quest was 10-star and the usual button to lower urgent quest difficulty wasn’t there :joy:

100% agree. This was a change no one asked for

Programming isn’t all-powerful.
There are things it can do and things it can’t.

You might say, “We used to be able to,” but

we could never change the ★ of monsters on the field.
We shouldn’t forget that fact.

To make the system run smoothly without bugs, this method was probably the closest they could get to our requests.

What’s with comments that show zero consideration for the devs’ hard work?
You should think about how you’d feel if you worked hard on something only to be met with nothing but criticism.

There are numerous hurdles: technical issues, specs limitations on our phones, operational constraints, and more.
This isn’t Doraemon—they can’t just solve everything with futuristic tech.
I think people should keep that in mind when posting on the feedback board.

I totally thought the story and the field were separate, and was planning to do the story at 8-star and the field at 10-star, but I just realized you can’t do that right now and I’m shocked​:scream:

I wish they’d let us adjust the star levels separately​:grinning_face:

It’s true that until now, you couldn’t lower the difficulty of field monsters, so this change might have been welcome for beginners or for trying out new weapons.

However, when selecting 8★, having monsters below 6★ difficulty appear in the field feels underwhelming, and I think it also makes gathering high-rarity materials a bit impractical.

For players who repeatedly cycle through the main quests, I think this system is frustrating.

I feel things would work out better by reverting to the original system (lowering only the difficulty of Urgent Quests without touching field difficulty) and helping beginners through things like Friend Link instead.

This is just my personal opinion.

If you please one side, you upset the other.
It’s quite difficult to find a solution that satisfies everyone.

Even with ★10 monsters appearing in the field, you used to be able to set story Urgent Quests to ★8.
They patched that out in this update, though.
Who benefits from taking away player options?

The benefits of cycling through the story are:
・HRP and Tiers
・Urgent Quest monster materials
These benefits aren’t really worth using Potions for.
That’s why I was cycling at 8★.
If this is how it’s going to work from now on,
I’ll either give up on cycling through it, or only make progress when I have First-Aid Meds to spare.

It’s just speculation, but maybe so few players were cycling through the story for a tiny bit of HRP and Tiers
that they decided to drop it considering dev costs?
If an incentive for hunting 10★ monsters (talismans?) had been implemented at the same time,
there might have been fewer complaints.

By the way, the Urgent monsters in this story are pretty tough.

My apologies, it seems it’s completely working as intended.
On the other hand, since you can just ignore it once you finish a playthrough of the story, it might actually make things easier in a sense.

I guess there were people who cared about looping the story. From the second playthrough onward, it was just an afterthought for me, though.