**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
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I also think that a lot of content that people claim to need a handful of champs can be done with other options that are just not ideal. It isn't a requirement to have an ideal counter situation if there are still other options that will technically work.
Regardless, things have gotten to a point that making some adjustments definitely wouldn't be game breaking as long as they still retain a decent amount of RNG. Some people are still going to miss and be upset but unfortunately that is the nature of a game like this.
They really do have a difficult task on their hands in balancing any change they make though. Turn up the taps too much and then it eliminates something that's a pretty core point of a game like this but keep it as is and people can potentially go years without getting an actual good option to say the 6.2.2 Sinister fight
I feel like one possible solution would be if they let you for 15K shards open a "custom" crystal - let you choose 10 possible champs from a "good" list and 10 from a "bad" list... that way at least if you get one of the terrible ones you can make sure it's either 1 that you don't already have, or that you want to awaken, or that you can get a max sig crystal from but leave that up to the player.
RNG still plays a big part, and they can balance it by how many 'good' vs 'bad' champs you're allowed to select. But that'd at least let you target the ones you want somewhat.
That's not saying I'd be opposed to any change made but something that drastic is a terrible idea
Did you mean the 3 biggest mcoc youtubers? Seatin, Lagacy, and Brian Grant?
Don't get hung up on the 50% in my example - like I said, they can determine whatever ratio they think is appropriate, maybe its 5 'good/decent' and 15 'bad', who knows. While we're at it, the 15K shards is also just an example amount, could be 20k, whatever. And I'm not just talking about 6stars, thought those are the ones that are truly the most painful given how long it takes to save up for them and the state of that pool (all terrible old champs in it, most great old champs not).
The point was, it would be nice to have at least a little control over your misses so they don't feel quite so bad - like if you'd personally prefer a civil warrior over a kamala khan (because he's new, or because it'd be an awakening, or because you'd get a max sig crystal out of it, or because you just like him, etc.) then you put civil warrior in your "custom crystal". It's still a bad outcome, but maybe it doesn't sting so bad.
And on the good side, maybe you want to put Aegon instead of Doom in your crystal as one of your "X number of champs" available from a 'good' list, because you've already got Doom at sig 200 and even when you land on a "good" outcome it still feels bad because that max sig crystal just isn't that worthwhile.
The idea is simply that with a little bit of control/curation (seemingly necessary when pool is so large and watered down) Kabam might be able to change the absolute feeling of despair or frustration of pulling a champ that is truly useless to that player.
I'm not trying to be condescending or brag about anything either. It's just that the idea that people have a "right" to anything in a game that's this chock full of randomness just doesn't make sense to me.
Like I said, I'm fine with them making it easier to target 5*s as players actually need them to complete content with the act 6 gates. There's nothing in game that 6*s are required for though currently outside of maybe the 6.2.5 and 6.2.6 gated paths which aren't exactly the most difficult.
I think the bigger issue is 6 star shard availability that is more demoralizing because it takes entirely too long to pull a 6 star champion and the pool is way too high. The rng involved with the way we are getting t5cc on top of that makes it crushing.
At least starting next month we'll have a better idea of how things will be starting to move forward for later game players. So really all we can do is wait to see where this whole thing starts off next month with the new side event difficulty. Hopefully they'll be able to refine it enough over the testing months that it can help to some degree.
I actually enjoy this one. It's more challenging than the other events because it forces you to think. Also, thank god it's way easier than the Labs in the past. Those were just pure torture.