Act 6.2 Legends results: takeaways and lessons
Ultra8529
Member Posts: 526 ★★★
So it seems as though in the latest Act 6.2 legends run, clearing the content in a couple of days was good enough to get within the top 100. I heard similar stories of people not even trying and making it for the 6.1 legends run.
Just wondering what lessons and takeaways Kabam might have from this experience? In my view, it shows that people just aren't interested in sitting down for a 14-hour stretch to clear a piece of content. Seems like less than 60 people even seriously tried for the 6.2 results. I also wonder whether having hard road blocks like Mr Sinister discouraged a good number of people from trying. Perhaps it is just that interest in 6.2 is broadly lower than in other content, and therefore the interest in attempting a legends run was proportionately lower.
I wonder also if it is indicative of a general fatigue among the top-tier player base as to how much they've been getting pushed at all ends - AW, AQ etc - and consequently a lower appetite to push for marginally more rewards.
What do you guys think can be improved for the legends run in 6.3 and 6.4? Perhaps releasing the information as to the mysterious 6* champion prize would increase demand? Right now people are expecting the worst, something like a 6* Goldpool.
Just wondering what lessons and takeaways Kabam might have from this experience? In my view, it shows that people just aren't interested in sitting down for a 14-hour stretch to clear a piece of content. Seems like less than 60 people even seriously tried for the 6.2 results. I also wonder whether having hard road blocks like Mr Sinister discouraged a good number of people from trying. Perhaps it is just that interest in 6.2 is broadly lower than in other content, and therefore the interest in attempting a legends run was proportionately lower.
I wonder also if it is indicative of a general fatigue among the top-tier player base as to how much they've been getting pushed at all ends - AW, AQ etc - and consequently a lower appetite to push for marginally more rewards.
What do you guys think can be improved for the legends run in 6.3 and 6.4? Perhaps releasing the information as to the mysterious 6* champion prize would increase demand? Right now people are expecting the worst, something like a 6* Goldpool.
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