Best Of
Re: Hercules as a 7 star...when?
Kabam is probably saving him for a future sale for 1 million Units. Just wait for it…
Re: I'm Saying It
You said it.
Now take the game away from mcok and put it in playstore as stand alone.
Re: Is Credit for Clearing Stages in Arcade Working Correctly?
Appreciate the reply—I know it’s not what you all wished it would be. As soon as you get an update I know we’d like to know—in the meantime, if it’s going to take a bit, consider turning it off.
Dr. Zola
Re: Is Credit for Clearing Stages in Arcade Working Correctly?
I imagine it's similar to banging your head against a wall? Is there a point? Depends on who you ask..
Re: Is Credit for Clearing Stages in Arcade Working Correctly?
I have the same issue, wasted some of my tokens due to this bug.
Re: With less tickets earnable, will raid cost go down?
fwiw I did the math on how much glory it’d take to supplement 180 tickets for my alliance a few years ago, here’s the math I came up with.
“Raid cost math (calculated on a per-player basis. assumes each BG 100%'s their aq map every day):
cost of raids - 180 tickets
Map 8:
8 tickets/day * 4 days/cycle = 32 tickets/cycle
32 tickets/cycle * 3 nonraid cycles = 96 tickets
180 - 96 tickets = 84 tickets that need to be bought
Map 6:
6 tickets/day * 4 days/cycle = 24 tickets/cycle
24 tickets/cycle * 3 nonraid cycles = 72 tickets
180 - 72 tickets = 108 tickets that need to be bought
Cost of 1 ticket by resource:
Incursion Artifacts - 1000
Loyalty - 2000
Units - 8
USD - $0.20 (please for the love of all things holy do not spend money to buy tickets)
Glory - 75 (Glory is the most resource efficient way to buy tickets)
Cost of makeup tickets (assumes use of glory):
Map 8 - 84 tickets/3 cycles * 75 glory/ticket = 6300 glory/3 cycles
Map 6 - 108 tickets/3 cycles * 75 glory/ticket = 8100 glory/3 cycles
We earn 5600 glory per non-raid week * 3 non-raid weeks = 16800 glory.
Excluding the glory we earn via raid week:
Map 8 - 6300 / 16800 = 37.5% of their non-raid glory on raids.
Map 6 - 8100 / 16800 = 48.2% of their non-glory on raids.
We earn (my memory might be incorrect here) 7500 glory on raid weeks + 16800 = 24300 glory total.
Including the glory we earn via raid week:
Map 8 - 6300 / 24300 = 26% of total glory on raids
Map 6 - 8100 / 24300 = 33% of total glory on raids”
Re: Concert of champions ... FLOP
Amazing how your so confident about being wrong. If it has zero flaws, then why are they fixing it?
Super Dupper Ascension Box Pool - Confusion
Info:-
Ascension Box Pool
Corvus Glaive
Arcade
Dani Moonstar
Hit Monkey
Abomination (Immortal)
Spiral
Dupping 7* championships will give (I assume shards) to access this Ascension pool Box.
Confusion.
However these champions are also available in the Basic pool (apart drom IAbom.
So what happen when?
1) A player pull one of these champ from the Ascension Box - What do they get from there?
2) A player pull one of these champ from the Basic 7* crystal?
3) A player pull one of the champ fron the Ascension box, but they already got the champ?
4) How long will these Ascension pool stay for?
Feel quite confusing, I originally thought that these champs were exclusive to this Ascension pool only (like the Loyalty and Incursion pool). But it clear it is not the case.
With less tickets earnable, will raid cost go down?
Are we going to see a reduction either in the amount of tickets it costs to enter Raids every month, or a decrease of the value of other resources (glory, battlegrounds tokens, loyalty, etc) that are required to buy the entry tickets? Honestly a large portion of glory goes to raid tickets to begin with and decreasing the amount of tickets we can earn on top of that will increase the overall cost of raids every month.
I don’t want to see us getting back to the point where the time/resource investment to play aq is so bad that it’s not even worth anymore (remember when regular aq maps cost entry tickets?)
Don’t know if I should tag any of the community team but I’d love an answer.
Star-Lord Stellar Forged Review: A Missed Opportunity
I had saved enough mats to take him to R4 sig 160, but then I watched some CCP creators play him in LoL. The fights were disappointing, taking 2.5 to 3 minutes.
Granted, some creators could use extra IQ points because they were flat out playing the champ wrong.
But if the notable ones weren’t doing well, maybe I shouldn’t rank him up … ?
Nope, fudge it.

And into LoL we went to do some mythbusting. Turns out even more creators could use some IQ points.
The ramp:

The fights:



Thankfully, managed fights in the 1.5 minute range. Which means he is good.
The verdict:
SLSF is extremely fun to play, and he hits like a truck. The problem is that it really looks like the designers tried to get away with the bare minimum. It was pretty obvious to me when I read his kit.
There was a missed opportunity to do a pre-fight ability a-la-Nico. Let me switch from Incinerate to Coldsnap in certain matchups.
And why doesn’t he have any utility? If you’re not going to give him utility, then at least make his Fragility and Incinerate debuffs passive, because against purify champs he does not perform well at all. Try him against Agent Venom and Crossbones, useless.
That’s my summary. To take this champ from an 7/10 to a 9/10, I would just recommend these changes:
1) Add an Elemental Gun pre-fight to switch between Coldsnap and Incinerate
2) Change his Fragility and Incinerate debuffs to passives
I hope Kabam takes this feedback into consideration because they’re two minor changes that can have a major effect on this champion’s viability in the game.