**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.
Options
End of act 6, no max 6* possible
Denslo500
Posts: 903 ★★★
100% act 5, can max a 5*
Same for all prior acts.
You also get shards for next rarity.
Act 6 has none if this.
Can’t get rank 5 for 6*.
No 7 star shards.
Thoughts?
Same for all prior acts.
You also get shards for next rarity.
Act 6 has none if this.
Can’t get rank 5 for 6*.
No 7 star shards.
Thoughts?
8
Comments
The ramp up for 6*s is slower. In all previous acts rewards gave you the materials to take the highest star champion in the game to max rank. As he pointed out act 5 = r5 5*, act4 = r5 4*, etc..
Now we have arrived at act 6 where the rewards give you the materials to take the current highest star champion (6*) to r3. This is not how the game has progressed in the past. That's just a fact, I'm not arguing that we should get r5 6*s.
I think that's a large reason for the outrage at the moment. Act 6 is the hardest content in the game to 100% and you can't even take a 6* to r5 when you do. So the rewards feel underwhelming for the effort and a lot of players aren't bothered to play act6. Then act 7 beta comes out and it's just more act 6.
They already want to drop act 7 which means they want to release story content faster. This is a positive, attracts new players, incentivises end-gamers BUT if the game progresses slower and the story content is harder, the game becomes less enjoyable.
Maybe act 6 came out too fast? Maybe they didn't intend it being so difficult in relation to the rewards? Maybe they need to figure out how to build story content again now that the game has grown a lot?
If the want to pace up the game they can. But they should've done it right, for example (im just spitballing) :
- Maybe they could've made act 6 shorter and easier with act 7 coming soon after. Act 6 could be like 5.1 & 5.2, with a r3 6* reward at the end and act 7 like 5.3 & 5.4, with r4 6* at the end.
- Or they could've made act 6 a lot shorter with act 7,8 & 9 in the pipeline. Act 6 like 5.1, act 7 like 5.2 and so on. With adjusted rewards so you can take one (or maybe 2 or 3 since I'm speaking about 3 acs in book 2, which is A LOT) 6* to max rank
That's the problem in my opinion and just my 2 cents.
Hope you all know what I mean! Peace
People disagreed with me, but all I did was compare Act 6 rewards/progression with every other Act, then asked for everyone’s thoughts.
Can someone tell me what, in my OP, they disagree with?
All the comments were disagreeing with things I did NOT say.
But what they should have done is make the difficulty ramp slightly over the course of act 6. But they treated it like all the previous acts where we could grow a much stronger roster to tackle the new content.
Now we have a situation where all the enemies attack values and hp are going up exponentially as we go from chapter to chapter but our roster strength, even if we are getting some 6* rank 3s, is only going up about 20%. At max. That's the peak. There are no rank 4s in sight.
100% Act 4: easily have 5* rank 3
100% Act 5: easily have 6* rank 2
100% Act 6: get 6* rank 3
One rank for 100%ing the hardest content in Story mode.
Thoughts?
The rise is one rank every act you go up which is exactly the pace it is supposed to instead of rushing forward to maxed 6*s.
Endgamers like Seatin are frustrated because they have all the 6*'s they want and cannot progress past Rank 3.
Doing AQ/AW for rank up materials is now completely meaningless for Endgamers, in that position.
I am just saying that, all the current drama, is completely understandable.
I am surprised that this MAJOR change in typical progression has been relatively ignored by the community.
Kabam is breaking a cardinal rule in game design:
-make players feel like they are constantly progressing.