Best Of
Re: Titania is absolutely broken now
Still no mod comes and addresses the issue? I don't demand a RDT. Just make her work as worded. And don't try to change the wordings according to how she's functioning right now.

3
Re: Fantastic force recruitment
The only strategy of you're going for the legends titles is to make sure you're doing the 10 energy and not 30 energy.
Re: Kabam NERFED MYSTERYIUM store(100% true)
I'm about absolutely done with spending on this game with the recent whale out thrown by Kabam on every single thing. The AI has never been fixed but made harder and harder and faster. It's clear evident Kabam could give 2 **** about the game itself and only wants to milk spenders and likly the game could die the constant overlooking what playerbase wants the recent content like WOF fiasco it's clear they don't care. So I OFFICIALLY DONT CARE AS WELL. HOPE MORE PLAYERS ALIGN
Re: July Side Quest - Fantastic Force Recruitment Squad Builder
Shame shame shame
It is very sad to see new players getting legend title for free while i am waiting for this title from last seven years and building my squad so i can acheive this legend title , now this legend title become a joke and heartbreak for me now i dont hv any interest to play this game anymore
It is very sad to see new players getting legend title for free while i am waiting for this title from last seven years and building my squad so i can acheive this legend title , now this legend title become a joke and heartbreak for me now i dont hv any interest to play this game anymore

11
Re: July Side Quest - Fantastic Force Recruitment Squad Builder
To be honest i didn't like this event. Since when we start the luck base game skills got finished ad luck got top priority. If someone is out of luck he have the best skills but worst luck his skills will all go in vein. Even contender will be able to get legend title. Legend title will become a joke
MCOC PC feedback thread
I have noticed few bugs and missing features like I wasn't able to transfer this game on the second monitor.Almost every game has in-game setring of switching monitors.

7
Re: How many points you are having currently in the July SQ?
Just 10k for me.Funny. Nothing else says nothing better to do like multimanaging more than 1 account
Too busy hitting the radiance BG objectives on two accounts, as well as saga incursions, war, raids, showcases, and valiant eq, all of it twice.
I'll leave the casino poker grinding to the special players with nothing better to do in the game.

12
Re: July Side Quest - Fantastic Force Recruitment Squad Builder
I really do like the mode, I just strongly dislike how heavily RNG it is.
A few changes I'd like to implement in future versions.
I'd like the fights to actually mean something. As they are right now, they're just an intermission between our draw phase. I love that the fights are mindless, just dislike that they effectively have no weight to them; even if you lose, go in with someone else.
What I'd adjust is that I think the champion you use in the fight should gain a token if they win and that token should stay with them. Which means if you use say, Spider-Man, for a fight and win he gets a token - if you lock your hand in and Spider-Man is part of it that token can be turned in. However if you swapped Spider-Man out then you lose the token.
The tokens themselves can do specific things
One token lets you increase the value of a single card by one.
Another lets you decrease the value of a single card by one.
One would add some points to your final score.
Originally I considered they were all just one token that you get for winning and that token can do one of the above things. I'm also toying with the concept that different fights would allow you to win different tokens - but that could further disrupt the draw mechanic so I think I prefer option one.
I had considered changing it to be "draw up to" instead of a hard draw rule - but I shifted away from that because while it sucked the one time I hit draw three instead of draw two and I was forced to break up a three-of-a-kind, that's also on me for not paying attention.
Sorry, tangent.
Okay so you get five cards, go into a fight, win and get a token. The fights now feel a little more important as does who you use for said fight. You want to accumulate tokens on cards that you're going to be keeping.
You then get to swap out cards as normal and either lock in your hand or repeat the process. This also adds an additional situation of "hey I have really good odds to make a much better hand (say a flush) but I'd have to get rid of my token to do it..." The token can add some points or adjust the value of a card but not the suit, so perhaps risking it for the Flush is the better play.
It's not perfect, still a rough concept but it's something I think would add to the mode and shift slightly away from just how heavily RNG it is because it gives the player some (limited) strategic control.
Overall I think it's a great mode. Don't think I'd want to see it become a perma feature, but would love to see it more regularly than just once a year.
A few changes I'd like to implement in future versions.
I'd like the fights to actually mean something. As they are right now, they're just an intermission between our draw phase. I love that the fights are mindless, just dislike that they effectively have no weight to them; even if you lose, go in with someone else.
What I'd adjust is that I think the champion you use in the fight should gain a token if they win and that token should stay with them. Which means if you use say, Spider-Man, for a fight and win he gets a token - if you lock your hand in and Spider-Man is part of it that token can be turned in. However if you swapped Spider-Man out then you lose the token.
The tokens themselves can do specific things
One token lets you increase the value of a single card by one.
Another lets you decrease the value of a single card by one.
One would add some points to your final score.
Originally I considered they were all just one token that you get for winning and that token can do one of the above things. I'm also toying with the concept that different fights would allow you to win different tokens - but that could further disrupt the draw mechanic so I think I prefer option one.
I had considered changing it to be "draw up to" instead of a hard draw rule - but I shifted away from that because while it sucked the one time I hit draw three instead of draw two and I was forced to break up a three-of-a-kind, that's also on me for not paying attention.
Sorry, tangent.
Okay so you get five cards, go into a fight, win and get a token. The fights now feel a little more important as does who you use for said fight. You want to accumulate tokens on cards that you're going to be keeping.
You then get to swap out cards as normal and either lock in your hand or repeat the process. This also adds an additional situation of "hey I have really good odds to make a much better hand (say a flush) but I'd have to get rid of my token to do it..." The token can add some points or adjust the value of a card but not the suit, so perhaps risking it for the Flush is the better play.
It's not perfect, still a rough concept but it's something I think would add to the mode and shift slightly away from just how heavily RNG it is because it gives the player some (limited) strategic control.
Overall I think it's a great mode. Don't think I'd want to see it become a perma feature, but would love to see it more regularly than just once a year.
Re: Does Negasonic Warhead needs awakening? Or high sigs?
She benefits from being awakened but I don't know if max sig does a lot for her. What her awakened ability does that's important is to pause her incinerates and energy vulnerability passives during Striker and Counter-Attack hits, making the upkeep of those easier. She gets this ability at sig 1.
Then there are two abilities that get better as you put sig stones into her:
* As a defender, she starts the fight with 40-100% of a bar of power. This makes her slightly more annoying on defense, but I generally find that her defensive qualities depend more on if you've got a good counter to her than whether or not she starts with a bar of power. So I wouldn't put any sig stones into her for that.
* When she does Counter-Attack, she places 1-3 incinerates on the opponent. This can be quite valuable if you're Counter-Attacking a lot, but since the number is rounded up, you get 2 out of 3 incinerates at a very low sig. Maybe sig 4 or something like that. I know sig 20 is 1.37 incinerates, which becomes 2 when rounded up. As such, I don't feel like dumping a ton of sigs just to get that number up to an even 3.
So in conclusion: does she needs the awakened ability? She sure benefits from it. Does she need a bunch of sig stones? No, not at all.
Then there are two abilities that get better as you put sig stones into her:
* As a defender, she starts the fight with 40-100% of a bar of power. This makes her slightly more annoying on defense, but I generally find that her defensive qualities depend more on if you've got a good counter to her than whether or not she starts with a bar of power. So I wouldn't put any sig stones into her for that.
* When she does Counter-Attack, she places 1-3 incinerates on the opponent. This can be quite valuable if you're Counter-Attacking a lot, but since the number is rounded up, you get 2 out of 3 incinerates at a very low sig. Maybe sig 4 or something like that. I know sig 20 is 1.37 incinerates, which becomes 2 when rounded up. As such, I don't feel like dumping a ton of sigs just to get that number up to an even 3.
So in conclusion: does she needs the awakened ability? She sure benefits from it. Does she need a bunch of sig stones? No, not at all.

2