**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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And regarding your opinion that the content is "stale", Kabam knows we feel this way. That's why they're working on Cavalier EQ. They've had it on their radar for months now, and they're still working on it. Out of everyone here, I would assume that you would understand what Kabam's doing, but I guess not.
actual character reworks are great: venom/spider Gwen etc but are far to few and far between. If you can't find the time to buff them remove them from the game refund resources and ad them back in after a buff instead of making us suffer through another 6* groot or magneto.
Their "reworks" namor, cull etc are a waste of time make little difference to the champs that need them eg: ebony maw and champs that really need them are ignored: Diablo comes to mind.
The facts of the matter are the disparity between champion usability is far to large with 90% being useless in the crazy specific content they are putting out.
Seriously they already make so much money from cavs/deals etc do they really have to make new content so roster specific and punishing that it drains the fun out of it.
I'd be much more willing to spend money trying for a new average champ that I enjoy playing if I could actually use them somewhere where they are challenged uncollected monthly doesn't achieve this story quests don't achieve this....
I still think a game mode similar to the ladder game mode in a famous console fighter with a name similar to kortal wombat 😉 would be great for mcoc.
Everyday is a ladder of a different class with random champs from that class and a pool of set buffs you start with an easy fight with it getting progressively harder the further you get the better the end rewards are.
Let us choose if we'd prefer Shards are rank up materials before starting the ladder (rewards scale with game completion cavilier etc)
Have a team of 3 champs no pots no revives just skill.
Gives another reason to Rank up champs and allows you to do it at your own pace can be monetized by costing unit to do a multiple daily runs with the cost increasing with extra run.
I've got almost five thousand T4CC fragment crystals. I have hundreds of AQ and T4CC crystals... I never open them because they'd just expire in my stash unless I spent all my time grinding arena. The Act 7 Beta is hot garbage and is not something I am even remotely looking forward to touching.
AW isn't fun when you get your face bashed in for making one tiny mistake—then 29 other people are mad at you because you gave up a death or two.
THAT'S NOT FUN.
You guys are historically bad at listening to the player base.
When the majority of the player base is being left in the dust as the power creeps and the meta shifts yet again, you're doing something terribly wrong as a game team. Get it together, man.
What percent of outstanding, great, good, bad, and awful champs is in the 6* pool is up to Kabam's discretion to keep players interested. realize there is a different feeling between pulling a decent champ vs. a unusable champ.
For one, percentages of outstanding, great, good champs should depend on how available/expected frequency that crystal is, whether players are able to open 20 crystals a month, 5 crystals a month, or 1 crystal a month.
If it's a crystal that can only be opened once every month, if it's 90-95% undesired champs, that's just too much.
What should be accounted for is:
As players get more champs, their desired champ pool decreases. So better is to NOT introduce more bad champs to the pool (they can still pull the current bad 6* champs, just not any new ones), and reward players for getting a max sig 6 star (especially with it being worth so much money per 6* crystal, so it'll at least encourage past whales to be willing to spend even if they have a few max sig 6* and be a good setup for future players who reach that level, since who wants to pull a already max sig 6* and effectively lose 10k or 15k six star shards).
I'm arguing against the current model, even late end game players (especially the ones with money to throw around) only desire 1-6 champs.
FOR EXAMPLE. Beginners 70/120 champs being great pulls. As they pull good champs, pulling them after the 2nd time makes them less desired/not desired at all.
Joe (represents the average end game player) has an average 15/120=12.5% champs he can use in the 6* pool. Game design team is releasing 2 featured champs a month, but the problem is 5 new awful champs are also added. So now Joe's desired champ 6* basic pool not only decreases from pulling duplicates, but also from new awful champs (old, or even featured at times).
If both featured are cool: 17/127 = 13.39%
If one featured is cool: 16/127 = 12.60%
If both featured are bad: 15/127 =11.81% (the percentage of a good champ decreases without the player opening any crystals! So at least make them above average)
AND it affects not only this 1 month iteration, but also future iterations.
Better would be: putting new features into the pool, and less or NO bad new (ie. Red cyclops, blue cyclops, magneto, magneto yellow, Joe fixit).
If both featured are cool: 17/122 = 13.93%
If one featured is cool: 16/122 = 13.11%
If both featured are bad: 15/122 =12.30%
_______________
You might think this doesn't change much, but after 6 months from the initial it'd be:
If both features are cool with 5 added bad champs: (15+12)/(120+42)= 27/162 = 16.66%
Then if Joe pulled 3/12 new featured total in 6 months time: 24/162= 14.81%
Or spenders pulled 8/12 new featured: 19/162= 11.73%
VERSUS
If both features are cool with no 5 added bad champs, even if Joe whiffs all new feature champs, crystal odds are now: (15+12)/(120+12)= 27/132 = 20.45%
Then if Joe pulled 3/12 new featured total in this 6 months time: 24/132= 18.18%
Or spenders pulled 8/12 new featured: 19/132= 14.39%
I don’t know the demographics but If I base it on generalities there’s a core audience. And then there’s casual players. And new players. The latter 2 usually outnumber the core. The core stays no matter what. The other 2 can fluctuate greatly.
I say this as the game seems to have skewed to the core. AW, Act 6 and 7. Etc.
The problem with that is pigeonholing. I don’t mind challenging content. But I have to say. If you have to grind for several hours or every fight is 100-200 hits I would posit the vast majority of people don’t have that kind of time to devote (pandemic circumstances not withstanding )
Changing an attack rating from 100 to 200 won't break the game when the champion has pillow hands. Changing a fury from 5% to 10% isn't going to break the game when you have pillow hands as everyone can throw on a boost and see that pillow hands are still pillows. Small micro changes to the attributes is very easy and won't break the game for characters like groot who is utterly useless in any content.