**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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He may be right about the direction the game is going but we’ve voiced our opinion and they don’t seem to listen. They think they fix the issues by putting a small bandaid on it but they’re missing the bigger picture.
The easiest one to point to is flow since it’s the most recent. They bandaid fixed it by allowing us to take block damage on a stun immune champ to remove the power gain. This doesn’t fix anything let’s say you are at 2% health and so is the AI Boss. You either die removing the flow or you let them get to L3 and your are dead anyways. Or on counter tactics you have a combo of 90 and they will get L3 or you block. You KO because the block damage is insane from the node. This doesn’t fix the issue it’s bandaids it.
Players quitting isn’t going to fix the issue, players not spending, alliances not running war is the way to get them to listen but that’s won’t happen, there are some 85 million players (not counting dead accounts and multiple account owners). Even if 40% of them stopped it would be huge.
I agree with some of your points - it’s only logical that post-Act 6 story content is harder than its preceding chapters. But there’s a way to make content that’s limiting and challenging, yet still brings a sense of satisfaction and accomplishment to complete.
Personally I feel that a lot of endgame content lately has focused solely around punitive nodes - nodes which will punish you for certain actions and character attributes. Of course, punitive nodes are pretty essential to creating a challenging and diverse experience across the game, so I have no real issue with them specifically.
But what the Grandmaster fight really proved was that punitive nodes/abilities operating in tandem with benefactory nodes can provide some of the best playing experiences. Despite players getting wacked around by the GM and sinking a lot of resources into him, almost everyone came out of that fight with overwhelmingly positive feedback. Clearly, challenging and enjoyable are not inverse attributes. With the right combination of punitive and benefactory nodes, endgame content can be both incredibly difficult and exceedingly satisfying.
Even before the GM, we’d already seen similar examples of this balance on a smaller scale. Flare, for example, rewarded players for using champs with class advantage and high base attack values, whilst punishing those who failed to adopt a sufficiently aggressive playstyle to end fights quickly. Icarus is another great example - it punishes thoughtless attack patterns and champs with high-combo heavies/specials, while providing a substantial attack boost to players who could keep track of their combo and intermittently weave in their heavy attack to reset the degen counter.
Right, this post is already getting too long, so I’ll start to wraps things up.
Despite what you might think, most people here aren’t ‘threatening to quit’ to get what they want. The majority of the playerbase would love to, well, continue loving this game, but are finding it harder to do so towards the endgame, largely due to the game’s over-reliance on punitive nodes.
Seatin’s name is cropping up a lot, but despite what you seem to think, it’s not as simple as people just ‘fanboying’ and treating him as some sort of messiah. Personally, I’ve never really followed any MCOC content creators. But the concerns that he voiced in that video were concerns that were already being felt by many here (as @Lvernon15 has stated) and it’s always empowering and exciting to have your opinions openly validated by someone you follow or even look up to. People’s genuine responses to his video are not something that should be so quickly judged by you and I.
I think the game team definitely have a lot they could consider in terms of balancing punitive and benefactory nodes - they really hit the mark with the GM fight, and I think it was something that many hoped they would continue through to this brand new instalment to the game’s story mode. Feedback is feedback, even if it doesn’t evoke change until the next piece of content - and we shouldn’t too quick to jump to conclusions and dismiss it so easily.
But I don’t want to because it’s not fun — think about that for a second
It’s a game, man. It’s like that has been forgotten, somehow
I give all kinds of credit to those who have done all the content, all of Act 6. They deserve credit
But I doubt I will. I just don’t think it’s fun to jump through all these hoops of gates and nodes and health pools and attack rating
At some point, we’re just tapping a screen, over and over and over
Point is, you can't measure progress solely based on roster. What I can do without units, someone can do with units. Does that mean we're equally as skilled? Maybe, maybe not.
In addition to increasing 6* shard availability: talk about global nodes and options for future content.
Global nodes were made with the intention to make the defense more varied, but what wasn't accounted for is people will use the most "overpowered" global because they want to win.
THEREFORE, the outcome was AW just got much much harder and became more dependent on owning certain maxed "control tagged defenders", item use, and having the skills with a few select champs (let's be honest there is like 4-8 usable attackers, out of ~180).
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What can be done?
Just throwing some ideas. Limitations to global, or having attacker node options that can counter defense nodes. For example 1)if a global is used more than once in a bg, it loses 50% effectiveness for across the board, 2)Each global can only be used once per bg, 3) attacker global nodes have the same lowered effectiveness if used consecutively in wars.
Future content: if what is "new content", is just the hp and attack of map champions are made to be higher, and releasing more complex, difficult, or even unavoidable damage nodes, will only earn Kabam money from pay to win through content players/grinders/arena botters.
Stop diluting the 6* pool with new 6* awful champs further. Instead, dilute the pool with desirable champs (this way you aren't outright giving good champs away, but giving players (old and new) an opportunity to have NOT have more odds of pulling a new unplayable champ to their collection as with the status quo. (Kabam knows which champs people don't use; look at things like champ usage, and grandmaster crystal purchases for featured champs. Let's be honest, no sane individual spent real money on grandmaster featured civil warrior crystals).
Some creative designs to consider:
- NOT even higher attack defenders (it's already is one combo to face = death). More hp is ok for certain content, just not all future content.
- minibosses in content with specials similar to grandmaster's sp1
- (adding a swipe up/swipe down mechanic, press with two fingers? Or is that gonna be in MROC)
- increase arena for only the first or first couple milestone rewards. This will level the playing field for people who barely play arena, vs. People who grind/bot for hours a day.
- monthly leaderboard with some rewards
Nothing. It’s why the majority of us play, because we know Captain America and Hulk and Iron Man, etc.
They have never understood why the player base gets frustrated that Doctor Strange got nerfed three times and is now, what, the 10th-best Mystic?
This frustration has been building for years — the Brit has been salty ever since he pulled that Magneto Marvel Now and Joe Fixit as six-stars, and that only happens because they simply ignore the fact that people truly want these characters to be fun to play
You don't need skill to get through any of Act 6 except for the Champion and GM bosses. Hell, you could put the fight on Auto for any other fight, and with enough units, you can just whale through them. That's why the GM was well received–it was because it was skill based, not roster based. The GM boss just completely refutes your argument since any champ is able to take him down, regardless of "quality".
Periodt.