What even is this Thread? Is it an ode to Seatin, or a mass vent?
Could it not be both? A major figure in the game's history is on the verge of leaving, bringing up some really good points about what's wrong with the game right now.
A major figure of the game's history? No offense to Seatin, but that's a bit fanboyish. He's not even in the CC anymore. He's had his good points and his bad just like anyone else.
I'm not trying to be fanboyish, I'm trying to be realistic. Regardless of what you feel about his content, he's the most subscribed MCOC YouTuber, any of the other MCOC content creators aren't even close in terms of subscribers (no offense to them, all of them are great). The closest is BG and there's still a gap of 150k people.
Almost all the new players come across him when they start MCOC, he's the first thing that shows up when you search up MCOC on YouTube. Like it or not, even without being a part of CCP, his opinion holds up big time, both for the community and for how the game progresses.
Now, is this technically a good thing? I don't know, but it is what it is.
No offensive, but why people praised him too much ? I understand how popular he is but people treat him like god, whenever he said something, you all said something. If he said that champ is god tier, it's god tier,he say something, you all like have the same idea.He complain, you all complain. This happen same as morning star and claire problem which is obviouslly a bug, some people follow seatin's opinion and call it a nerf.and this forum have 5+ posts about seatin's opinion at the time he upload his video.Why have to be Seatin lead your own opinion ? Why you all have to wait for him to make the world burn ? Why him making tier list got acknowledge and other youtuber don't ? Why you start post your complain A LOT when seatin said so ?
why not he taught us how to play this game and progress.
Specific Champs can't be controlled, but if you open enough, you'll have specific counters. Rarity, numbers of each Rarity, Rank of said Rarities, etc. Those are all measures of skill and progress.
Let's say you are presented with a chance at the lottery and a spot on a game show, let's say Jeopardy. One is based entirely on luck while the other plays on skill or knowledge. Which one would you choose? You get the same reward, but to you, the player, which one seems the most accessible, or the most doable?
That dude definitely doesn’t speak for me. I don’t even watch his videos. Don’t care to either.
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.
Spending is not the only way to acquire Champs and Rank them. The most primary source of them is playing the game. Experience.
Arena, and even that is a matter of attacking it hard and hoping to get the rank need to get the champ you want. Outside of that it’s a tossup to the game “RNG”
to Kabam, I really think that beating a certain endgame content should reward a 6 star crystal with a limited pool consisting of only good champs, that would make the reward more satisfying, even though the content is difficult
@GroundedWisdom I think the main point you’re missing here is that there’s a big difference between creating content that’s challenging, and creating content that’s downright undesirable.
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.
@GroundedWisdom I think the main point you’re missing here is that there’s a big difference between creating content that’s challenging, and creating content that’s downright undesirable.
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.
Exactly, the point about seatin bringing this up means that the thousands who are also having the same problems can actually be heard, and that those threads on those issues won’t just be ignored, yes if seatin quits it’s not going to stop the game from functioning, but as we’ve seen here, seatin has the voice to be able to bring forth major issues and get everyone talking about them
Honestly though, I think that they mid-game act 5/6.1/variant/uncollected EQ level is fine. But once you get past that, it's just boring. I used to love story mode, but the next thing that I can tackle besides act 5 exploration is 6.2. I'm greeted with an entire quest with lifecycle and the sight of the strength in numbers mordo and the 6.2.6 champion that I cannot get past without a mystic. Honestly, the one thing this game is lacking is the motivation factor. That's what kills a lot of games and hopefully it won't kill MCOC. Come on Kabam! Fix the game we love so much! We've come to far to let the game go out like this. I don't want this game to be the next Marvel Strike force.
This is how I feel — I have the roster to push forward, do 6.2 and more
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
It's not supposed to be as accessible as that. That's the point I'm trying to make.
Please, give me a reason why having challenging content, but making the player base make intelligent decisions on which 2*s to use isn't supposed to be accessible? I get that the content has to be reflective of the rewards, but if you incorporate 2*s, which many players have plenty of, you open a whole world of possibilities with nodes and counters.
For example, you could have a node that increased the attack rating of 2*s to that of a 6*, and have them face a 30,000 PI champ, but keep the health of the 2* the same, so that the player has to rely on intercepts and skill rather than just the same 5 hit parry combo. This reflects what Kabam is trying to achieve with the progressing of content, but also makes it accessible to higher-level players. In this case, it is accessible in a way that can be achieved by being skilled at the game, not just having insanely good luck.
The fact that many have those 2*s to choose from makes it more accessible.
But wouldn’t the fact that players have to be more skilled make it less accessible? In this case, the content would require more skill to complete than a specific counter to a specific combo of nodes
Skill is also reflected in the quantity and quality of one's Roster.
Big disagree with you here. Sure the quantity of your roster is a reflection of what content you are able to beat on a regular basis(being able to explore master and UC EQ will definitely give you alot more 5 and 6*s on average), BUT the quality of your roster(whether you get god tiers or trash champs) is ENTIRELY based on crystal RNG and has ABSOLUTELY NOTHING to do with your skills.
because of flow wars and after completing act 6 i am feeling demotivated to even play this game.everywhere is game there is unavoidable damage then what is use of skill.Open wallets and do a content.
It's not supposed to be as accessible as that. That's the point I'm trying to make.
Please, give me a reason why having challenging content, but making the player base make intelligent decisions on which 2*s to use isn't supposed to be accessible? I get that the content has to be reflective of the rewards, but if you incorporate 2*s, which many players have plenty of, you open a whole world of possibilities with nodes and counters.
For example, you could have a node that increased the attack rating of 2*s to that of a 6*, and have them face a 30,000 PI champ, but keep the health of the 2* the same, so that the player has to rely on intercepts and skill rather than just the same 5 hit parry combo. This reflects what Kabam is trying to achieve with the progressing of content, but also makes it accessible to higher-level players. In this case, it is accessible in a way that can be achieved by being skilled at the game, not just having insanely good luck.
The fact that many have those 2*s to choose from makes it more accessible.
But wouldn’t the fact that players have to be more skilled make it less accessible? In this case, the content would require more skill to complete than a specific counter to a specific combo of nodes
Skill is also reflected in the quantity and quality of one's Roster.
Big disagree with you here. Sure the quantity of your roster is a reflection of what content you are able to beat on a regular basis(being able to explore master and UC EQ will definitely give you alot more 5 and 6*s on average), BUT the quality of your roster(whether you get god tiers or trash champs) is ENTIRELY based on crystal RNG and has ABSOLUTELY NOTHING to do with your skills.
It's a byproduct of enough progress. We see this with lower Rarities. Play long enough, and there's only very few 4*s you don't have.
I don't know why people have still argued that years later. Your Roster has always been a measure of progress. Not just what content you've beaten.
It is a measure of progress, but not of skill. I can progress through the exploration of Act 6 with a couple of Odins, but does that mean I'm skilled? No. It means that I can just use revives. Do I still get the same amount of rewards as the other person? Yes. 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.
It's not supposed to be as accessible as that. That's the point I'm trying to make.
Please, give me a reason why having challenging content, but making the player base make intelligent decisions on which 2*s to use isn't supposed to be accessible? I get that the content has to be reflective of the rewards, but if you incorporate 2*s, which many players have plenty of, you open a whole world of possibilities with nodes and counters.
For example, you could have a node that increased the attack rating of 2*s to that of a 6*, and have them face a 30,000 PI champ, but keep the health of the 2* the same, so that the player has to rely on intercepts and skill rather than just the same 5 hit parry combo. This reflects what Kabam is trying to achieve with the progressing of content, but also makes it accessible to higher-level players. In this case, it is accessible in a way that can be achieved by being skilled at the game, not just having insanely good luck.
The fact that many have those 2*s to choose from makes it more accessible.
But wouldn’t the fact that players have to be more skilled make it less accessible? In this case, the content would require more skill to complete than a specific counter to a specific combo of nodes
Skill is also reflected in the quantity and quality of one's Roster.
Big disagree with you here. Sure the quantity of your roster is a reflection of what content you are able to beat on a regular basis(being able to explore master and UC EQ will definitely give you alot more 5 and 6*s on average), BUT the quality of your roster(whether you get god tiers or trash champs) is ENTIRELY based on crystal RNG and has ABSOLUTELY NOTHING to do with your skills.
It's a byproduct of enough progress. We see this with lower Rarities. Play long enough, and there's only very few 4*s you don't have.
Unless RNG is not in your favor and you keep getting the same champs over and over again, no amount of skill will change that fact, accept it.
I don't know why people have still argued that years later. Your Roster has always been a measure of progress. Not just what content you've beaten.
Dude seriously what about how bad AW has become or the problems people have with act 6 and 7. Your constant need to defend Kabam to the T even when they are completely wrong is so annoying.
It's a byproduct of enough progress. We see this with lower Rarities. Play long enough, and there's only very few 4*s you don't have.
Yes, but it's smarter from a game developer's mindset to make content playable while challenging them. Yes, the content is challenging, but it's not playable. 7.1.2 Sabertooth can attest to that.
I don't know why people have still argued that years later. Your Roster has always been a measure of progress. Not just what content you've beaten.
It is a measure of progress, but not of skill. I can progress through the exploration of Act 6 with a couple of Odins, but does that mean I'm skilled? No. It means that I can just use revives. Do I still get the same amount of rewards as the other person? Yes. 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.
It's not solely on Roster because you also need skill to get there and get through it. It's another layer.
Please kabam, you don’t hear us. But please hear a person that speak for us.
• stop adding trash champs to 6* pool • stop making wars more difficult, more units, more potion and so meh rewards (from a plat 1 player) • we tired of WS , make a content like ROL for endgame players , we don’t care about 200 6* shards from arena, we don’t want to play arena all day. • change the ratio of champs at cavaliers , there are 3 stars there for people that have end abyss 100% and act 6 100% don’t you think the accessibility of six star should be bigger?
Please , tale care of your playerbase. Really sad to hear that from seatin, but very happy that one guy speak for all of us.
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). __________________
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
Honestly I have been feeling a drag myself. Haven’t watched this yet but I am not surprised. The push to clear content just feels in vain. War feels it serves no purpose and is painful to play and AQ is AQ boring but there.
Also in The later game the rng feedback loop is broken. The excitement factor of opening is fading. It’s a dread factor more so or just disappointment expectations. I can’t get 6* champions I want to rank with the materials I am getting and there is maybe 5 5* champs I really want if that. Every 6* opening is extremely disappointing because basically there is a small handful of champs I would ever do anything with at this time.
When I have to rank up champs I find myself justifying niche uses for the champ to bring them up knowing likely I won’t use them and just don’t want to waste the materials.
Now my account is no where near that size so I can only imagine what it feels like there.
I have been contemplating a similar break that I took after I explored 5.2 because the game hit this same points. I can’t progress my 6* roster and see no point in progressing my 5* roster. Probably will once I finish Act 6 exploration.
Took about a 6-8 month break then to allow the game to catch up to a place where I actually feel like the game give me the right room to grow and the feedback loop on opening and progression is a positive one. Problem is we are crawling way worse than the right now and the pools have been so watered down that about ever 6* opening is just a drag.
And to add to it the new champs are also just more on the meh side than exciting. Making the pool worse over time not better. Only 2 this year maybe 3 out of 8 fit into the meta where they would be rabkable and usable for endgame content. And most likely that is really 1 or 2 at most to take a real roster slot from the others you already have.
All content I have cleared for the last 3 months has done nothing to make my roster better basically than it already was because the rng rewards combined with scarcity add up to just putting in the stash.. Abyss clear nothing. Act 6 clear nothing. 6.2 exploration nothing. At some point you ask why am I wasting my time on this game for if the content I’m clearing isn’t making me actually stronger in game.
Love the game spent years playing it but the feedback loop is broken. Opening a rarer crystal shouldn’t feel like dread but excitement. Problem is most people opening a 6* feel dread because it takes A long time to get there and the pool is trash for the most part . Then opening. A t5CC is dread because you need 1 of 6 to match the 1 or 2 6* you have from the trash pool you would use it on.
I’d pin this comment if I could.
Broken feedback loop—yes.
It’s like the game team decided to replicate the problems that necessitated 12.0, but on multiple micro-scales. Instead of needing only 2-3 jackpot champs, they created multiple niche scenarios, each of which required its own set of jackpot champs.
And yet it gets harder and harder to get those champs as the pool gets ever more larded.
It just gets old. The Skinner Box only works if you actually get a real reward once in a while.
Dr. Zola
I have banged that drum for years: Nothing is more important than the characters and their kits
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
It's not solely on Roster because you also need skill to get there and get through it. It's another layer.
????? 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".
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).
Dilute it with both. You need both for a balance, not just one or the other.
Comments
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).
__________________
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.