Activities associated with alliances are usually the things that keep those at the highest tier of the game committed and engaged. ( as a quick aside, if anyone is interested in why alliances in game are so important to a successful game, there are a ton of articles and webinars discussing alliances' importance out there). I mentioned it earlier in this thread and it bears repeating here, you can't develop content fast enough for the those at the highest tier. Not of any quality anyway.
I'm not in the highest tier of war. In fact, I've never been there in this game. Other games sure. But I have no interest in the level of dedication and commitment ( the politics) necessary to play at those levels anymore. Nope no siree. Therefore it's really hard for me to say what is needed to fix war to a degree that would keep folks at the top interested. I've seen the suggestion to remove defense tactics but is that really all that is wrong with war? Would that be enough to keep people engaged and interested at the very top? I'm not sure on that but I just don't know.
The iteration of war within this game is just...lacking. It's difficult for me to explain exactly why it's lacking other than I just don't feel like it's a competition ( it is I just don't feel it) nor is it different enough from questing or AQ.
Personally, I would love to see a complete overhaul, (something that moves in a different direction from moving along paths). I just don't know how likely that is to come about given the time, resources, manpower and the age of this game. It would be a little radical to introduce a new alliance war event this far along in a game's life cycle.
So that's the crux of the problem imo. The very thing in these games designed to maintain the interest of end gamers is alliance based activities and if they find it boring.... well that is a serious problem.
An awesome game mode I think would be one like aq except maybe larger or smaller, where you work with a team to make it to a boss with crazy stats like one we’ve never seen before, think galactus level that no one can solo with one champin so it’ll take the whole team to chip him down.
Another aspect of this mode would be to limit the number of champs players can bring in so each player has to choose a specific utility to make it though to the end. For example there could be a crazy evade champ, but only one player was smart enough to bring an anti evade champ then it would all be on him to take him down and help his team progress to the boss for some gnalry rewards.
Here is my problem and a lot of end game players What do I have to look forward to? I only have abyss to explore that will be 16000-25000 units depending upon my roster and play. I was always behind but I caught up.
Aq needs some quality of life it is not hard just always have to check and be on with maintenance it is worse have to stay up.
Aw is an absolute disaster I have only seen 2 choices for global buffs for 2 seasons flow and siphon it is boring, better have void, warlock doom magik guilotine 2099 on attack or you are screwed.
Monthly quest is boring and time consuming for little rewards vs aq. There is no challenge with monthly content. A weekly boss fight or the maze would be nice and have a challenge. Incursions is fun but it ties up 45 minutes to finish, only reason to do it is gold and get 5 stars to dupe so you can get minimal 6 star shards.
What do you honestly expect though? You've done everything (other than AOL exploration) in the game and Kabam is not to blame for that. Everything Kabam puts out, endgame players finish in the first day or few days. So I don't know what solution you would be proposing to your problem because that's just the way it works for endgame players.
Putting it another way, making the game 5% more attractive, luring 5% more players, generating 5% more spenders, could be worth more than $10 million USD a year to the game. You'd hardly notice a 5% improvement in the game globally, but that could be worth a hundred whales or several thousand low spenders.
So we shouldn't try to predict what will or will not make Kabam money, and we shouldn't limit our suggestions to only what we think will be revenue neutral or positive. We could be wildly wrong. Even if we think it will cost them money we should still suggest it. We should just have the humility to recognize many of our suggestions won't be practical, for financial reasons or other production reasons. It might not be because Kabam "doesn't listen" or is "too stupid to do the obvious."
Marginal gains at this size mean a lot more I agree.
I'm so aligned with making more from less (the average player) that I'd prefer more to be behind subs. But I guess that's wildly unpopular, at least on here.
I've been playing in the upper regions of the game for at least around a year now. I've been in the #1 ranked AQ alliance for spells but for the most part never really pushed past P1 for war. This last season was my first season placing in master for war, and honestly I only really made the move because of boredom. Abyss and act 6 are both 100% so with EQ the only new thing available, I was really just bored.
It had been a while since I had been in a competitive war alliance so I was genuinely curious whether or not I could even pull it off anymore after so long of just coasting through AQ and being able to item through story content.
Surpsingly enough to even myself I actually did okay, not amazing but far from bad, so I was fine with it. We finished 4th and barely missed on top 3. The season experience as a whole was a ton of fun but only bc of my alliances approach to war it turns out. Yes there was a ton of pressure to not die and let people down. Yes there was an absolutely horrible global node that limited me to basically 3 or 4 attackers the entire season. I was just fortunate to be a part of an alliance that structured and planned war efficiently enough and didn't ream people on the occasion they did screw up that it actually made it fun.
I just think it's a shame that the deck is so stacked against the players that seasons like that are the outlier as opposed to the norm even on the upper tiers of war. Matchmaking shouldn't be so broken that an alliance at Act 5 level is finishing in master. Nodes shouldn't be so poorly designed that you limit an entire alliance to basically 4 attackers throughout a group of 10 with 30 champs involved.
I've spent an absolute ton on this game but it is pretty sad to see that it's gotten to the point that f2p players have essentially zero ability to even compete now when it comes to prestige. A year ago I was withing maybe a couple hundred points of friends I knew that were f2p, now it's a couple thousand. I don't blame them for being disheartened.
Basically, this is an amazing game most of us love. It needs better curation though. It's survived to this point on the social aspect and friendships that have been formed over the years. That's only going to hold out for so long as far as the competitive side of the game is concerned. If there isn't a fairly large shake up soon, even the community aspect won't be able to keep people around. I just hope that at least some of the recent feedback is taken to heart. There have been a ton of awful ideas but there have been a whole lot of good ones too.
Here is my problem and a lot of end game players What do I have to look forward to? I only have abyss to explore that will be 16000-25000 units depending upon my roster and play. I was always behind but I caught up.
Aq needs some quality of life it is not hard just always have to check and be on with maintenance it is worse have to stay up.
Aw is an absolute disaster I have only seen 2 choices for global buffs for 2 seasons flow and siphon it is boring, better have void, warlock doom magik guilotine 2099 on attack or you are screwed.
Monthly quest is boring and time consuming for little rewards vs aq. There is no challenge with monthly content. A weekly boss fight or the maze would be nice and have a challenge. Incursions is fun but it ties up 45 minutes to finish, only reason to do it is gold and get 5 stars to dupe so you can get minimal 6 star shards.
What do you honestly expect though? You've done everything (other than AOL exploration) in the game and Kabam is not to blame for that. Everything Kabam puts out, endgame players finish in the first day or few days. So I don't know what solution you would be proposing to your problem because that's just the way it works for endgame players.
Cavalier difficulty of the monthly event quest? Keeps top end players engaged while allowing them to gain resources at a faster rate. imo it’s long overdue considering uncollected difficulty was released years ago and has had no changes to rewards (that I remember) and cavalier difficulty is something that has been requested several times.
Either Kabam makes act 6 and forward way easier for the average general player base, whales and end gamers burn through it and get bored or it’s just too hard for everyone and everyone complains. If it’s easier whale and end gamers can then redirect those rewards to war which should be more skill based anyway. Not sure where aq should fall since the biggest complaints are too long timers or too little energy on top of the excessive resource cost and repetitive monotony. So aq shouldn’t necessary need to change as much as war.
Some people are of the opinion that story mode is for all players so it shouldn’t be too much harder then act 5 with act 6 being nerfed, while others want a harder challenge. The division between endgame players and mid tier players is way too wide here. Whales don’t care either way since they’ll do it anyway having put up with any and all craziness that Kabam throws at them like current aw and aq demands. If it’s made easier then Kabam needs to make content besides abyss that challenges end game players. This would be new game modes, reworking aq, aw and eq, but making a monthly eq to challenge end game players is way harder then making a quarterly or bi yearly story mode.
The other side of this is that story mode should be hard, while eq becomes more accessible with better rewards to placate mid tier players who can’t do act 6 and beyond, with a cavalier level eq for endgamers. Aq/aw should accommodates everyone based on their level of skill or some sort hybrid of this. The point being Kabams needs to do a better job at designating and compartmentalizing content so all players don’t get bored and no one gets left behind.
The reason most mid tier players don’t complain about abyss is because they know it’s not for them so it doesn’t invite challenge, while story mode is left ambiguous.
I've been playing in the upper regions of the game for at least around a year now. I've been in the #1 ranked AQ alliance for spells but for the most part never really pushed past P1 for war. This last season was my first season placing in master for war, and honestly I only really made the move because of boredom. Abyss and act 6 are both 100% so with EQ the only new thing available, I was really just bored.
It had been a while since I had been in a competitive war alliance so I was genuinely curious whether or not I could even pull it off anymore after so long of just coasting through AQ and being able to item through story content.
Surpsingly enough to even myself I actually did okay, not amazing but far from bad, so I was fine with it. We finished 4th and barely missed on top 3. The season experience as a whole was a ton of fun but only bc of my alliances approach to war it turns out. Yes there was a ton of pressure to not die and let people down. Yes there was an absolutely horrible global node that limited me to basically 3 or 4 attackers the entire season. I was just fortunate to be a part of an alliance that structured and planned war efficiently enough and didn't ream people on the occasion they did screw up that it actually made it fun.
I just think it's a shame that the deck is so stacked against the players that seasons like that are the outlier as opposed to the norm even on the upper tiers of war. Matchmaking shouldn't be so broken that an alliance at Act 5 level is finishing in master. Nodes shouldn't be so poorly designed that you limit an entire alliance to basically 4 attackers throughout a group of 10 with 30 champs involved.
I've spent an absolute ton on this game but it is pretty sad to see that it's gotten to the point that f2p players have essentially zero ability to even compete now when it comes to prestige. A year ago I was withing maybe a couple hundred points of friends I knew that were f2p, now it's a couple thousand. I don't blame them for being disheartened.
Basically, this is an amazing game most of us love. It needs better curation though. It's survived to this point on the social aspect and friendships that have been formed over the years. That's only going to hold out for so long as far as the competitive side of the game is concerned. If there isn't a fairly large shake up soon, even the community aspect won't be able to keep people around. I just hope that at least some of the recent feedback is taken to heart. There have been a ton of awful ideas but there have been a whole lot of good ones too.
Very thoughtful post from someone with a lot of MCoC experience. I like the term “better curation”—that captures a lot of issues, I think.
Here is my problem and a lot of end game players What do I have to look forward to? I only have abyss to explore that will be 16000-25000 units depending upon my roster and play. I was always behind but I caught up.
Aq needs some quality of life it is not hard just always have to check and be on with maintenance it is worse have to stay up.
Aw is an absolute disaster I have only seen 2 choices for global buffs for 2 seasons flow and siphon it is boring, better have void, warlock doom magik guilotine 2099 on attack or you are screwed.
Monthly quest is boring and time consuming for little rewards vs aq. There is no challenge with monthly content. A weekly boss fight or the maze would be nice and have a challenge. Incursions is fun but it ties up 45 minutes to finish, only reason to do it is gold and get 5 stars to dupe so you can get minimal 6 star shards.
What do you honestly expect though? You've done everything (other than AOL exploration) in the game and Kabam is not to blame for that. Everything Kabam puts out, endgame players finish in the first day or few days. So I don't know what solution you would be proposing to your problem because that's just the way it works for endgame players.
Cavalier difficulty of the monthly event quest? Keeps top end players engaged while allowing them to gain resources at a faster rate. imo it’s long overdue considering uncollected difficulty was released years ago and has had no changes to rewards (that I remember) and cavalier difficulty is something that has been requested several times.
Why not also bring something like The Maze back every couple of months? It could even be the old Maze (not sure how many actually did it the first time), and just reset it to 0% every time. Buff the rewards. Maybe give it random opponents, but make it a recurring thing that refreshes 4-5X a year.
I didn’t get far the first time, but I would be interested to try it with my current roster, especially if it offered relevant rewards.
I will edit my suggestions after reading everything.
My stage in the game is being cavalier, unable to kill 6.2 champion and about to finish variant (3 out of 4 explored).
These are the things I'd like to see updated:
1) Arenas. Give cavalier crystals to cavalier players. I've been playing for 4 years and still premium... If I do arenas is for units, but sometimes I even quit because prizes are not worth the time. You need to balance it with the current stage of the game.
2) Nexus crystals. As it has been the most popular issue, I think nexus crystal are needed. I think 15,000-20,000 should be a reasonable prize. Some content need an specific player (or a few) and with the high amount of characters it's impossible to get.
3) Monthly Cavalier level. I think this is really important because even for me, uncollected is way easy, except for the boss, I don't even read the nodes and I follow through. It's not challenging at all. Creating a new challenging and more appealling level.
Other than finishing variants, I feel i can't go on with act 6 and that I need to wait for Aegon for Labyrinth/Abyss. So, with no monthly challenging quest and with no atracting prizes, what will I do in a few weeks? Quit the game if I don't get any champion that allows me to continue the content. Act 6 has so many gates and lanes that make it so not appealling.
I think the permanent content of the game has been focused on endgame players or whales, but they are never satisfied. They eat content in hours and then they are bored. While mid-players are left behind because monthly content is way too easy and they can't keep the track with permanent content.
That's why I think doing a new monthly quest will give a monthly challenge for midplayers and even endgame players. You can even create two new monthly level quests, one for cavalier, people at my level, and then a new one for people who have 100% explored act 6. Or create one somewhere in between. That will keep interest monthly-based while a new variant or a new act only keeps whales attention for hours or days.
I've been playing in the upper regions of the game for at least around a year now. I've been in the #1 ranked AQ alliance for spells but for the most part never really pushed past P1 for war. This last season was my first season placing in master for war, and honestly I only really made the move because of boredom. Abyss and act 6 are both 100% so with EQ the only new thing available, I was really just bored.
It had been a while since I had been in a competitive war alliance so I was genuinely curious whether or not I could even pull it off anymore after so long of just coasting through AQ and being able to item through story content.
Surpsingly enough to even myself I actually did okay, not amazing but far from bad, so I was fine with it. We finished 4th and barely missed on top 3. The season experience as a whole was a ton of fun but only bc of my alliances approach to war it turns out. Yes there was a ton of pressure to not die and let people down. Yes there was an absolutely horrible global node that limited me to basically 3 or 4 attackers the entire season. I was just fortunate to be a part of an alliance that structured and planned war efficiently enough and didn't ream people on the occasion they did screw up that it actually made it fun.
I just think it's a shame that the deck is so stacked against the players that seasons like that are the outlier as opposed to the norm even on the upper tiers of war. Matchmaking shouldn't be so broken that an alliance at Act 5 level is finishing in master. Nodes shouldn't be so poorly designed that you limit an entire alliance to basically 4 attackers throughout a group of 10 with 30 champs involved.
I've spent an absolute ton on this game but it is pretty sad to see that it's gotten to the point that f2p players have essentially zero ability to even compete now when it comes to prestige. A year ago I was withing maybe a couple hundred points of friends I knew that were f2p, now it's a couple thousand. I don't blame them for being disheartened.
Basically, this is an amazing game most of us love. It needs better curation though. It's survived to this point on the social aspect and friendships that have been formed over the years. That's only going to hold out for so long as far as the competitive side of the game is concerned. If there isn't a fairly large shake up soon, even the community aspect won't be able to keep people around. I just hope that at least some of the recent feedback is taken to heart. There have been a ton of awful ideas but there have been a whole lot of good ones too.
There are a few people who I always listen to on the boards; yours is one of them as an endgame player who spends, who has competed at the highest levels.
My knowledge and strengths only go so far; I am a solo player. I haven't played AW in years.
But your perspective is sorely needed in this forum -- I have said this before. We all have challenges, different backgrounds.
I sorely hope Kabam, when they sift through this thread, take to heart comments from people who are not constantly explaining why things can't change and why we have always done it this way and recognize that one maxim holds true: No train is ever designed to leave the tracks. But sometimes they do, and you need to get in there and figure out why and fix it
This is general feedback post, not for "i have a life " problem and "seatin was right", and for those "Kabam don't listen, do nothing" i mean bruh, where the hell are you comment in ? Keep scolling like 1-2 pages and saw kind of that every time
Wanted to offer one thought this morning, about character design.
I really don't like the designation of "attacker" and "defender," especially when it has typically meant that defenders are almost crippled when it comes to DPS and attackers are sometimes given less utility than they could/should have.
I believe @DNA3000 when he said, in essence, Act 6 is horribly overtuned. I am of the opinion that in its current state, an absolute ton of players will NEVER explore it and only a barely acceptable percentage will complete it.
I don't think that is healthy for the game at all. I truly believe that.
But to my mind, there absolutely needs to be DPS minimums for characters and the explicit design choices made to, for example, make Ebony Maw an annoying defender but basically have hardly any viable use as a playable character has to stop.
A lot of people don't play AW. And it appears a chunk of those who do don't even enjoy it.
Better balance in the game, in my opinion, will see all characters designed and released with an eye toward character balance, with some characteristics of lore allowing them to stand out by attribute -- a 3/45 Hulk should CLEARLY hit harder in the moment with raw physical damage and burst DPS than a 3/45 Hawkeye. Hawkeye can make up some of the difference in DOT and utility.
That doesn't mean Hulk shouldn't have any utility and Hawkeye can't clear content effectively.
It should mean that they clear the same content differently, and that performance gap has done nothing but grow over the life of this game
For example: Ghost is Ghost. Great character. Released within the last two years, has great offensive burst damage and great defensive utility.
Great character, and most importantly, I do not feel that every single character has to hit every single hit point as hard or have every bit of defensive utility.
Great characters can be allowed to be great. It’s a game. We should all be excited to pull Ghost.
The problem we have right now is twofold: The content is being tuned for the most elite characters in the game, and the gap between those characters and the rest of the pack and especially older characters is staggering.
We say things like “meme tier” and “God tier” because it’s one way to classify characters, but when we are saying those terms because the actual performance gap is obvious and staggering — that is the core of the problem with where we are now.
Ghost can clear, what, 90 percent of the content in this game? Or maybe that’s too high. Maybe 80 percent?
That’s great.
But that character cannot be offered in the same crystals as an OG Iron Man, who in his current state can clear, what, 25 percent of the game effectively? Maybe 35 percent?
You either have to buff OG Iron Man or tune the content somewhere in between Ghost and OG Iron Man, or retire OG Iron Man from the same RNG pool as Ghost.
Those are the only three options, and this game has nearly broken itself by not doing any of the three
Not all Champs are going to be interchangeable. There's always going to be a range of Champs, and not all Champs are the best option for all game modes. There are large discrepancies, I agree with that concern. I just don't see leveling them all as a reasonable thing, and I don't agree that removing them from the Crystals is doable either. I do agree that making them somewhat easier to target is viable. It just has to be within reason, and it will still be RNG-based.
For you end gamers, when was the last time you took a team of beyond god tier 5/65s into Act 5 or LoL? It’s a breeze.
AOL and Act 6.3-7.1 are designed for R4-5 6*s. What i mean by that is that the attack ratings and health pools of the defenders reflect that. A 5/65 6* Ægon will solo plenty of fights in the abyss once were allowed to rank them that high. LoL and Act 5 were designed to be more easily managed with 5/65s.
So the content is way ahead of what’s available. We can’t even buy class based crystals in hopes of the champs we need, let alone deal with the high attack values.
Just like with previous content. If you want to complete it before basically anyone can... pay up.
I'm in the act 7 beta, when Emma Frost can hit you hit a 65 unblocked sp1 even a r4 or r5 6 star cannot handle that type of damage. Now if Kabam gave us rewards that justify fighting content made that won't be easy until 2 or 3 years down the line then I would agree with you but by the time we get r4 or 5 6 stars those rewards will be obsolete. They're not even good for today's standards, they're sub par.
Here is my problem and a lot of end game players What do I have to look forward to? I only have abyss to explore that will be 16000-25000 units depending upon my roster and play. I was always behind but I caught up.
Aq needs some quality of life it is not hard just always have to check and be on with maintenance it is worse have to stay up.
Aw is an absolute disaster I have only seen 2 choices for global buffs for 2 seasons flow and siphon it is boring, better have void, warlock doom magik guilotine 2099 on attack or you are screwed.
Monthly quest is boring and time consuming for little rewards vs aq. There is no challenge with monthly content. A weekly boss fight or the maze would be nice and have a challenge. Incursions is fun but it ties up 45 minutes to finish, only reason to do it is gold and get 5 stars to dupe so you can get minimal 6 star shards.
What do you honestly expect though? You've done everything (other than AOL exploration) in the game and Kabam is not to blame for that. Everything Kabam puts out, endgame players finish in the first day or few days. So I don't know what solution you would be proposing to your problem because that's just the way it works for endgame players.
Cavalier difficulty of the monthly event quest? Keeps top end players engaged while allowing them to gain resources at a faster rate. imo it’s long overdue considering uncollected difficulty was released years ago and has had no changes to rewards (that I remember) and cavalier difficulty is something that has been requested several times.
I agree with you that Cavalier difficulty should be added. But it will be the same situation. Endgame players will finish it in the first few days and feel accomplished for a tiny bit of time, then will be bored for the rest of the month. If one is to enjoy their time playing MCOC, they must space out their time playing because there isn't unlimited content in the game. Many endgame players will finish Cavalier difficulty right away and call it a day. That's just the way it works for endgame players in MCOC and pretty much most other games.
Conqueror - Premium Hero Crystal Shards in Milestone Rewards Uncollected - Replace PHC Shards with GMC shards in Milestone Rewards Cavalier - Replace GMC shards with Cavalier Crystal shards in Milestone Rewards
I think this is a very simple and a very effective change that will appease many people because I'm honestly just so sick and tired of getting useless 2 stars from PHC's when I'm on Act 6 (some people are even farther, so I can't imagine their boredom). PHC's are extremely outdated for Uncollected and Cavalier summoners, especially because we're not even allowed to use 4 stars (which there is a super small chance to get from a PHC) in Act 6, Variants, and beyond, rendering PHC's completely useless in all ways.
Here is my problem and a lot of end game players What do I have to look forward to? I only have abyss to explore that will be 16000-25000 units depending upon my roster and play. I was always behind but I caught up.
Aq needs some quality of life it is not hard just always have to check and be on with maintenance it is worse have to stay up.
Aw is an absolute disaster I have only seen 2 choices for global buffs for 2 seasons flow and siphon it is boring, better have void, warlock doom magik guilotine 2099 on attack or you are screwed.
Monthly quest is boring and time consuming for little rewards vs aq. There is no challenge with monthly content. A weekly boss fight or the maze would be nice and have a challenge. Incursions is fun but it ties up 45 minutes to finish, only reason to do it is gold and get 5 stars to dupe so you can get minimal 6 star shards.
What do you honestly expect though? You've done everything (other than AOL exploration) in the game and Kabam is not to blame for that. Everything Kabam puts out, endgame players finish in the first day or few days. So I don't know what solution you would be proposing to your problem because that's just the way it works for endgame players.
Cavalier difficulty of the monthly event quest? Keeps top end players engaged while allowing them to gain resources at a faster rate. imo it’s long overdue considering uncollected difficulty was released years ago and has had no changes to rewards (that I remember) and cavalier difficulty is something that has been requested several times.
I agree with you that Cavalier difficulty should be added. But it will be the same situation. Endgame players will finish it in the first few days and feel accomplished for a tiny bit of time, then will be bored for the rest of the month. If one is to enjoy their time playing MCOC, they must space out their time playing because there isn't unlimited content in the game. Many endgame players will finish Cavalier difficulty right away and call it a day. That's just the way it works for endgame players in MCOC and pretty much most other games.
It would also provide extra Resources to pull more Champs, and the RNG wouldn't feel so stretched.
Let's see what Kabam has to say about all of this. Hopefully an announcement will be made by Friday about some sort of roadmap (as Kabam Miike said there was). I wouldn't be asking for some full blown-out thing because they're going to understandably need a lot of time to think all of this feedback through, but as many have noticed, this thread has become a 53-page monster and some sort of announcement to clarify some things and make people hopeful about the future of MCOC would be appreciated. Cheers.
Here is my problem and a lot of end game players What do I have to look forward to? I only have abyss to explore that will be 16000-25000 units depending upon my roster and play. I was always behind but I caught up.
Aq needs some quality of life it is not hard just always have to check and be on with maintenance it is worse have to stay up.
Aw is an absolute disaster I have only seen 2 choices for global buffs for 2 seasons flow and siphon it is boring, better have void, warlock doom magik guilotine 2099 on attack or you are screwed.
Monthly quest is boring and time consuming for little rewards vs aq. There is no challenge with monthly content. A weekly boss fight or the maze would be nice and have a challenge. Incursions is fun but it ties up 45 minutes to finish, only reason to do it is gold and get 5 stars to dupe so you can get minimal 6 star shards.
What do you honestly expect though? You've done everything (other than AOL exploration) in the game and Kabam is not to blame for that. Everything Kabam puts out, endgame players finish in the first day or few days. So I don't know what solution you would be proposing to your problem because that's just the way it works for endgame players.
Cavalier difficulty of the monthly event quest? Keeps top end players engaged while allowing them to gain resources at a faster rate. imo it’s long overdue considering uncollected difficulty was released years ago and has had no changes to rewards (that I remember) and cavalier difficulty is something that has been requested several times.
I agree with you that Cavalier difficulty should be added. But it will be the same situation. Endgame players will finish it in the first few days and feel accomplished for a tiny bit of time, then will be bored for the rest of the month. If one is to enjoy their time playing MCOC, they must space out their time playing because there isn't unlimited content in the game. Many endgame players will finish Cavalier difficulty right away and call it a day. That's just the way it works for endgame players in MCOC and pretty much most other games.
This is true, but it doesn’t have to be this way.
There was a game I played back in the day, PC, called Neverwinter Nights. Old D&D RPG quester/dungeon crawler. Good game for its era — not great or perfect, but good.
It released mods and updates for years after it was released. They gave you mod tools that allowed you to do a ton of things.
But all things end, right? People finished the game.
But before Neverwinter Nights ended, as a bit of a thank you to players, they released a mod called Infinite Dungeons. It’s exactly like it sounds — they basically told the player base to back up your character before you enter, then if you want to continue playing the game, then you can head into the Infinite Dungeons and crawl forever.
Crafting, camps and companions will come and go, and you can keep going deeper and deeper. It will keep creating rooms and encounters for as long as you want to go.
Some people quit, because the official game was done. And some people backed up their characters and went into the Infinite Dungeons and kept right on questing.
My point is this: Endgame players want THE OPTION for something to do each day.
This game has limited itself to dropping close-ended content each month, plus Dungeons/Incursions that mandate that you have to play with someone else.
One of my suggestions was Daily Boss Rushes at Cavalier difficulty and another was Solo Dungeons.
See, I didn’t suggest those because I am some genius.
I suggested those because I know how Endgame players think because I have been an Endgame player in many, many games over the years.
What I/we/they want is a reason to log in every day. Even if they don’t play. They want a reason to log in and test their skills and rosters.
Kabam needs to move away from dropping massive content that can be 100 percented and start implementing stuff like Solo Dungeons and Daily Boss Rushes that are Cavalier level that gives Endgame players reasons and rewards to log in every day
Some people either dislike his spending or state correctly the fact that it’s his own fault for blowing through content.
But you know what I saw?
A guy who was looking for a reason to log in and JUST PLAY.
He didn’t want to log in and play with 29 other people in his alliance determining his rewards, he didn’t want to have to log in every four hours because someone else needs him to move, he doesn’t want to quest with a partner who might not be available or a random who might ghost him.
He just wants to log in and play, man.
It’s hard for me to believe that people don’t see that is what he was actually saying
Some people either dislike his spending or state correctly the fact that it’s his own fault for blowing through content.
But you know what I saw?
A guy who was looking for a reason to log in and JUST PLAY.
He didn’t want to log in and play with 29 other people in his alliance determining his rewards, he didn’t want to have to log in every four hours because someone else needs him to move, he doesn’t want to quest with a partner who might not be available or a random who might ghost him.
He just wants to log in and play, man.
It’s hard for me to believe that people don’t see that is what he was actually saying
You make a fair point here. I agree with you that there needs to be some exciting daily thing that we can play. It is too boring to just wait every few days for a short rift and for endgame players, it is even more boring because they finish all the big content right away. A daily quest with decent rewards would be great. Something like MODOK labs, which happens 3 times a day, is a fun thing to wake up to and just play, as well as being able to play it 2 or 3 times in the day. We need more fun, daily content.
Comments
I'm not in the highest tier of war. In fact, I've never been there in this game. Other games sure. But I have no interest in the level of dedication and commitment ( the politics) necessary to play at those levels anymore. Nope no siree. Therefore it's really hard for me to say what is needed to fix war to a degree that would keep folks at the top interested. I've seen the suggestion to remove defense tactics but is that really all that is wrong with war? Would that be enough to keep people engaged and interested at the very top? I'm not sure on that but I just don't know.
The iteration of war within this game is just...lacking. It's difficult for me to explain exactly why it's lacking other than I just don't feel like it's a competition ( it is I just don't feel it) nor is it different enough from questing or AQ.
Personally, I would love to see a complete overhaul, (something that moves in a different direction from moving along paths). I just don't know how likely that is to come about given the time, resources, manpower and the age of this game. It would be a little radical to introduce a new alliance war event this far along in a game's life cycle.
So that's the crux of the problem imo. The very thing in these games designed to maintain the interest of end gamers is alliance based activities and if they find it boring.... well that is a serious problem.
Another aspect of this mode would be to limit the number of champs players can bring in so each player has to choose a specific utility to make it though to the end. For example there could be a crazy evade champ, but only one player was smart enough to bring an anti evade champ then it would all be on him to take him down and help his team progress to the boss for some gnalry rewards.
I'm so aligned with making more from less (the average player) that I'd prefer more to be behind subs. But I guess that's wildly unpopular, at least on here.
It had been a while since I had been in a competitive war alliance so I was genuinely curious whether or not I could even pull it off anymore after so long of just coasting through AQ and being able to item through story content.
Surpsingly enough to even myself I actually did okay, not amazing but far from bad, so I was fine with it. We finished 4th and barely missed on top 3. The season experience as a whole was a ton of fun but only bc of my alliances approach to war it turns out. Yes there was a ton of pressure to not die and let people down. Yes there was an absolutely horrible global node that limited me to basically 3 or 4 attackers the entire season. I was just fortunate to be a part of an alliance that structured and planned war efficiently enough and didn't ream people on the occasion they did screw up that it actually made it fun.
I just think it's a shame that the deck is so stacked against the players that seasons like that are the outlier as opposed to the norm even on the upper tiers of war. Matchmaking shouldn't be so broken that an alliance at Act 5 level is finishing in master. Nodes shouldn't be so poorly designed that you limit an entire alliance to basically 4 attackers throughout a group of 10 with 30 champs involved.
I've spent an absolute ton on this game but it is pretty sad to see that it's gotten to the point that f2p players have essentially zero ability to even compete now when it comes to prestige. A year ago I was withing maybe a couple hundred points of friends I knew that were f2p, now it's a couple thousand. I don't blame them for being disheartened.
Basically, this is an amazing game most of us love. It needs better curation though. It's survived to this point on the social aspect and friendships that have been formed over the years. That's only going to hold out for so long as far as the competitive side of the game is concerned. If there isn't a fairly large shake up soon, even the community aspect won't be able to keep people around. I just hope that at least some of the recent feedback is taken to heart. There have been a ton of awful ideas but there have been a whole lot of good ones too.
Some people are of the opinion that story mode is for all players so it shouldn’t be too much harder then act 5 with act 6 being nerfed, while others want a harder challenge. The division between endgame players and mid tier players is way too wide here. Whales don’t care either way since they’ll do it anyway having put up with any and all craziness that Kabam throws at them like current aw and aq demands. If it’s made easier then Kabam needs to make content besides abyss that challenges end game players. This would be new game modes, reworking aq, aw and eq, but making a monthly eq to challenge end game players is way harder then making a quarterly or bi yearly story mode.
The other side of this is that story mode should be hard, while eq becomes more accessible with better rewards to placate mid tier players who can’t do act 6 and beyond, with a cavalier level eq for endgamers. Aq/aw should accommodates everyone based on their level of skill or some sort hybrid of this. The point being Kabams needs to do a better job at designating and compartmentalizing content so all players don’t get bored and no one gets left behind.
The reason most mid tier players don’t complain about abyss is because they know it’s not for them so it doesn’t invite challenge, while story mode is left ambiguous.
Dr. Zola
I didn’t get far the first time, but I would be interested to try it with my current roster, especially if it offered relevant rewards.
Dr. Zola
My stage in the game is being cavalier, unable to kill 6.2 champion and about to finish variant (3 out of 4 explored).
These are the things I'd like to see updated:
1) Arenas. Give cavalier crystals to cavalier players. I've been playing for 4 years and still premium... If I do arenas is for units, but sometimes I even quit because prizes are not worth the time. You need to balance it with the current stage of the game.
2) Nexus crystals. As it has been the most popular issue, I think nexus crystal are needed. I think 15,000-20,000 should be a reasonable prize. Some content need an specific player (or a few) and with the high amount of characters it's impossible to get.
3) Monthly Cavalier level. I think this is really important because even for me, uncollected is way easy, except for the boss, I don't even read the nodes and I follow through. It's not challenging at all. Creating a new challenging and more appealling level.
Other than finishing variants, I feel i can't go on with act 6 and that I need to wait for Aegon for Labyrinth/Abyss. So, with no monthly challenging quest and with no atracting prizes, what will I do in a few weeks? Quit the game if I don't get any champion that allows me to continue the content. Act 6 has so many gates and lanes that make it so not appealling.
I think the permanent content of the game has been focused on endgame players or whales, but they are never satisfied. They eat content in hours and then they are bored. While mid-players are left behind because monthly content is way too easy and they can't keep the track with permanent content.
That's why I think doing a new monthly quest will give a monthly challenge for midplayers and even endgame players. You can even create two new monthly level quests, one for cavalier, people at my level, and then a new one for people who have 100% explored act 6. Or create one somewhere in between. That will keep interest monthly-based while a new variant or a new act only keeps whales attention for hours or days.
Black panther civil war
Dormammu
Civil warrior
Doctor octopus
Green goblin
Doc ock is solid and dorm has some use in act 5.
But wow really motivating??? Not.
So stupid.
Take 3-4 months and do some quick revamps of 20-30 older champs.
Look at GAMORA YOU GUYS TWEAKED HER AND MADE HER DRAMATICALLY BETTER.
NO SHE ISN'T END GAME BUT SHE CAN WRECK ACT 5 AND AQ.
YOU CAN'T TELL ME that revamp takes very long.
That's a couple simple modifiers.
Like vulture you could let him stack his incenerates and increase his attack and crit chance based on his chitari energy.
If he incenerates with 100 chit energy Make that incenerates like 400 percent stronger than now.
Easy tweak makes better.
Let a duped Karnak gain attack like Starlord.
There I fixed 2 champs in 2 mins
You guys and your lame excuses are old
Iron fist
X-23
Daredevil netflix
Ronan
Blade
To go a little further:
Proxima
Sentinel
King Groot
Groot
Hulk rags
Yeah there is some trash there but at thw same time multiple characters that dramatically help me progress.
The 6* pool ensures I'll likely pull trash 8/9 of 10 times.
My knowledge and strengths only go so far; I am a solo player. I haven't played AW in years.
But your perspective is sorely needed in this forum -- I have said this before. We all have challenges, different backgrounds.
I sorely hope Kabam, when they sift through this thread, take to heart comments from people who are not constantly explaining why things can't change and why we have always done it this way and recognize that one maxim holds true: No train is ever designed to leave the tracks. But sometimes they do, and you need to get in there and figure out why and fix it
I really don't like the designation of "attacker" and "defender," especially when it has typically meant that defenders are almost crippled when it comes to DPS and attackers are sometimes given less utility than they could/should have.
I believe @DNA3000 when he said, in essence, Act 6 is horribly overtuned. I am of the opinion that in its current state, an absolute ton of players will NEVER explore it and only a barely acceptable percentage will complete it.
I don't think that is healthy for the game at all. I truly believe that.
But to my mind, there absolutely needs to be DPS minimums for characters and the explicit design choices made to, for example, make Ebony Maw an annoying defender but basically have hardly any viable use as a playable character has to stop.
A lot of people don't play AW. And it appears a chunk of those who do don't even enjoy it.
Better balance in the game, in my opinion, will see all characters designed and released with an eye toward character balance, with some characteristics of lore allowing them to stand out by attribute -- a 3/45 Hulk should CLEARLY hit harder in the moment with raw physical damage and burst DPS than a 3/45 Hawkeye. Hawkeye can make up some of the difference in DOT and utility.
That doesn't mean Hulk shouldn't have any utility and Hawkeye can't clear content effectively.
It should mean that they clear the same content differently, and that performance gap has done nothing but grow over the life of this game
Great character, and most importantly, I do not feel that every single character has to hit every single hit point as hard or have every bit of defensive utility.
Great characters can be allowed to be great. It’s a game. We should all be excited to pull Ghost.
The problem we have right now is twofold: The content is being tuned for the most elite characters in the game, and the gap between those characters and the rest of the pack and especially older characters is staggering.
We say things like “meme tier” and “God tier” because it’s one way to classify characters, but when we are saying those terms because the actual performance gap is obvious and staggering — that is the core of the problem with where we are now.
Ghost can clear, what, 90 percent of the content in this game? Or maybe that’s too high. Maybe 80 percent?
That’s great.
But that character cannot be offered in the same crystals as an OG Iron Man, who in his current state can clear, what, 25 percent of the game effectively? Maybe 35 percent?
You either have to buff OG Iron Man or tune the content somewhere in between Ghost and OG Iron Man, or retire OG Iron Man from the same RNG pool as Ghost.
Those are the only three options, and this game has nearly broken itself by not doing any of the three
Conqueror - Premium Hero Crystal Shards in Milestone Rewards
Uncollected - Replace PHC Shards with GMC shards in Milestone Rewards
Cavalier - Replace GMC shards with Cavalier Crystal shards in Milestone Rewards
I think this is a very simple and a very effective change that will appease many people because I'm honestly just so sick and tired of getting useless 2 stars from PHC's when I'm on Act 6 (some people are even farther, so I can't imagine their boredom). PHC's are extremely outdated for Uncollected and Cavalier summoners, especially because we're not even allowed to use 4 stars (which there is a super small chance to get from a PHC) in Act 6, Variants, and beyond, rendering PHC's completely useless in all ways.
There was a game I played back in the day, PC, called Neverwinter Nights. Old D&D RPG quester/dungeon crawler. Good game for its era — not great or perfect, but good.
It released mods and updates for years after it was released. They gave you mod tools that allowed you to do a ton of things.
But all things end, right? People finished the game.
But before Neverwinter Nights ended, as a bit of a thank you to players, they released a mod called Infinite Dungeons. It’s exactly like it sounds — they basically told the player base to back up your character before you enter, then if you want to continue playing the game, then you can head into the Infinite Dungeons and crawl forever.
Crafting, camps and companions will come and go, and you can keep going deeper and deeper. It will keep creating rooms and encounters for as long as you want to go.
Some people quit, because the official game was done. And some people backed up their characters and went into the Infinite Dungeons and kept right on questing.
My point is this: Endgame players want THE OPTION for something to do each day.
This game has limited itself to dropping close-ended content each month, plus Dungeons/Incursions that mandate that you have to play with someone else.
One of my suggestions was Daily Boss Rushes at Cavalier difficulty and another was Solo Dungeons.
See, I didn’t suggest those because I am some genius.
I suggested those because I know how Endgame players think because I have been an Endgame player in many, many games over the years.
What I/we/they want is a reason to log in every day. Even if they don’t play. They want a reason to log in and test their skills and rosters.
Kabam needs to move away from dropping massive content that can be 100 percented and start implementing stuff like Solo Dungeons and Daily Boss Rushes that are Cavalier level that gives Endgame players reasons and rewards to log in every day
Some people either dislike his spending or state correctly the fact that it’s his own fault for blowing through content.
But you know what I saw?
A guy who was looking for a reason to log in and JUST PLAY.
He didn’t want to log in and play with 29 other people in his alliance determining his rewards, he didn’t want to have to log in every four hours because someone else needs him to move, he doesn’t want to quest with a partner who might not be available or a random who might ghost him.
He just wants to log in and play, man.
It’s hard for me to believe that people don’t see that is what he was actually saying