This is my first discussion I am posting here and it is going to be very long one. I apologize if this entire discussion seems too technical or boring. Any feedback and criticism would be appreciated.
This is going to be an analysis on what Kabam has done right with this game (with respect to game mechanics, character design and so on). If not, what could be done instead.
First of all before we begin, I think it is best to acknowledge the creative effort taken by Kabam in making this game for 4 years since its inception (5 years on December 17th, I think?). As a guy who dabbles into software development on the side, I can appreciate how Kabam puts in tremendous effort in creating new game mechanics, calibrating them to balance "meta" of the game (We will talk more about those in a second) and most of all, making the game more fun. After all, who doesn't love smacking Realm Of Legends Winter Soldier/Wolverine with the newest brand new champion introduced to the game. Also, huge props to the entire Support team (including
@Kabam Vydious @Kabam Porthos @Kabam Zibiit among many others) of these forums who read through these discussions, suggestions and complaints (Which I am sure, you guys have good experience with. Special mention to
@Kabam Miike and his Cyclops (Who is still unquestionably, the "best alliance war attacker in the game" ) who despite all the memes and hate mail he gets (not saying I do that) does a really fine job on these forums on providing information on bugs, issues and questions as soon as possible, which takes some serious dedication to do. So, Kudos to him (I feel that he doesn't get enough appreciation for what he does for the player-base).
So, I do believe that Kabam must have something obviously right with some of its game design so have to such long lasting impact that people still come and play this game (And, no it is not micro-transactions. We can talk about that in some other discussion).
I think it is due to the nature of the game, having a low bar of entry but a high bar to master . Things like basic combos, special attacks and heavy attacks among other core game mechanics are simple enough to be picked up by casual gamers, but some other stuff like deep evades, dash cancel (also known by the community as an intercept), parry are bit more harder to grasp, making for a fun and entertaining challenges for the people who strive for a challenge.
Skill based challenges in games are usually one of the prime reasons why games last so long. I think that Kabam has done an OK job at this (Not too great, but not bad either (for example - The Nameless Thanos boss this May was high skill based boss)). I won't go too deep into this, mainly because
@DNA3000 has explained this far better than I could personally hope to achieve (See that in
here ).
One of the main issues I find with this game is
character balancing. Now, I am aware that the game has over 140+ characters and it is definitely not an easy task to do. But,
a good balance leads to better game experiences and more profits being generated as a result of that good experience. One such example of this is
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This particular game was launched globally this year and has seen a surge of player interests. One of the main reasons of that is probably the way all characters are mostly balanced in it. Players over there can choose whatever character they want and just roll with it, as the game team over there constantly balances the characters every month for fine tuning the experiences with each character. Now, I am not implying that Kabam hasn't put in any sort of effort into champion balance (They are really trying hard, in my opinion) otherwise they wouldn't have put in efforts to rework Luke Cage, Sentry, Venom among many others. However, due to massive shift in the "meta" of the game (mainly due to a shift of perspectives on game design from 2017-18 onwards, starting with patch 12.0 (which turned out to be better for the game)). But the problem now is that there's lot more people have older champions in the game (particularly from the inception of this game to around early 2016) that don't accomplish much or have very few abilities compared to the new champions released in the past 10 months that have twice or thrice the number of abilities than the older champions from 2014 had (which is good progress). But that leads to many people having champions which doesn't accomplish much for them and hence, they grind arenas for the newer ones or burn out crystals to max them out (the new champions) (which is not bad).
However, this leads to a problem if the newer champions are over-tuned or under-tuned . This is one of the prime reasons, I think that lots of people were upset (to say the least) when the announcement of a Cull Obsidian and Ebony Maw balance changes came in.
This is a major problem and leads to people feeling dissatisfied when they find their efforts of either grinding or spending in vain and won't likely spend in the game, which leads to creating dis-trust in the game developers (aka Kabam) and hence reduces the support and profits for the game. While, I don't have a good solution to this problem (as I am not a game developer myself), a suggestion from my side would be to hold down the balance changes on the newer champions who are over-performing than from the desired expectations down for some time and focus on the balance changes of under-performing newer champions and reworking older champions to match today's standards after updating probably around 65% champions released before early 2017, probably start re-balancing the champions who were over-performing. This would probably help you (aka MCOC game team and Kabam) to gain the trust of the player-base and create a good experience for everyone. (I already did submit a huge document (probably, around 150+ pages worth) on my thoughts and ideas
here on re-working older champions. Direct link to the document -
https://drive.google.com/file/d/1cDkOUqkjjKeXtVfD112dgY85Iwk6WRNP/view)Also, I would like commend
@Bodhizen @Whododo872 @Magrailothos @Thi101 and many others on that thread who have put up really fascinating reworks on older champions that game designers and the forum team would sure love to read and experiment about. (Probably, call these people on board on beta testing some of the older champions when re-worked. It can also help generate more support and trust for the development team).
Also, I think we can all agree that the art and animation team for this game are killing it, especially this year and I believe that this game has most dynamic and awe-inspiring visuals out of all the games in the mobile department. My personal favorite -

Finally, with respect to in-game rewards. I think Kabam has done really good job on amp-ing up the rewards for beginners by adding progression based daily and free crystals, summoners's journey rewards and many more. I hope that Kabam balances out the rewards for the higher tiers (which I think they will) and the end-game community with respect to stuff like quest crystals (probably, make them similar in reward increase like the daily and free crystals) and War Victor crystals.
Personally, I think that Kabam outdid themselves in game design this year, except for a few major issues which are lingering effects of previous patches which is difficult to fix. Now, I would like to hear from the player-base, MCOC YouTube community, MCOC podcasts and hopefully, Kabam themselves what they about think about the analysis and share there views here. A good discussion on this topic can only lead to a better game experience for everyone.