**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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A roadmap without timelines is just similar to a bucket list of things they want to do but not sure when yet.
Another 1-2 T5cc
Generic Six star awakening gem
4 t5b
30-50K Six star shards
5 Million gold
8 T2 Alpha.
Here is the lowest I would consider to be acceptable:
1 t5cc or a 75% t5cc selector
Generic six star awakening gem or 2 class crystals
2 t5b
20K Six star shards
2.5 million gold
Here is what Kabam will likely give:
25% T5cc crystal
20K Six star shards
1 million gold
1 t5b
Here's what I'm worried Kabam will give:
10 Lvl 4 Revives
Alternatively, I would also accept 10K units as someone else previously offered.
Here, when taking about Act Content, you say every account has a specific Flag to tell when you've Completed/Explored a Quest like Act Chapters...
But then here you say it'd be too difficult to figure who all has Completed/Explored each Act for any Future Compensation...
So couldn't you just search for the Specific Flag you gave each account to see if they've done the Act you are planning on reworking and compensate them accordingly?
Finally here you say someone going against The Collector wouldn't need the Previous Act Rewards, once Buffed, to beat him.
But I would argue, namely for Act 4 and possibly Act 3 Rewards, you very much may need them. Hell some Cavalier Players may need them to help beat the Grandmaster, for an example any T1 Alpha Catalysts that any of the Buffed Act Rewards could give since taking a 5 Star from Rank 4 to Rank 5 still Requires 6 T1 Alpha alone and Even More for each previous Rank Up that you may need to use on a certain champion to help you beat that Grandmaster or Collector Fight. That's just T1 Alpha as an Example too, not even counting any T4 Basic Catalysts, Rank Up Gems, Iso, T2 Alpha, Gold, T4 Class Catalysts, Signature Stones or anything else y'all could possibly add to those Acts that still effect mid-endgame players.
Some people think that progress ladder can end at Act 5, and Act 6 and Book 2 and beyond can be for the genuinely high skilled players. I don't agree. There should be a path into the future for everyone, or at least a reasonable majority of them. The story arc content should be that path, and that means we can't just tell everyone to git gud and plow through Act 6, and on through Book 2. The path to get through Act 6 must be reasonable, and while that is a subjective statement, I believe that it shouldn't be a quantum leap harder than Act 5. It should be incrementally harder, perhaps, but also something that, like Act 5, if you can't beat it you can try to build up stronger roster to eventually make it easier.
Act 5 can be "outleveled" and done by people will less still, less time, slower hands, cheaper phones. Act 6 can't be, and in its current form cannot ever be by any conceivable roster that will likely be possible in the foreseeable future, because Act 6 is already tuned to require strong teams of 5* max rank champs and significantly above average skill, and Kabam also applied diminishing returns on 6* rank up power which makes them unable to provide the outleveing path that 5* champs did for Act 5.
I can't "prove" Act 6 is too hard: that's a matter of opinion. But I can say as someone who's already gotten past the Champion and still doing paths in Act 6 myself that I would rather the game I play be one that is inclusive of a wide range of players while still providing top tier challenges for the absolute strongest of us. Having a range of content - Story Arc for progressing players, Variants for those that want to be challenged, and Endgame Abyss-like and Maze-like aspirational content to test the absolute best of us, is what I want the game I play to be.
This game is not a competitive game. This game is a game with competitive elements in it. The whole of the game shouldn't be dominated by one type of player's personal preferences.
However, regarding compensation my skepticism compels me to share my experience.
I'm missing 3 paths to 100% Act6, having interrupted exploration a few weeks ago trying to save units for the 4th of July deals.
I always explored most end content with minimal costs, relying mostly on skill and strategy. However, the design of 6.2, 6.3 and specially 6.4 forced me to spend an astronomical amount of resources.
I had to explore 6.4 without a quake or ghost. I don't have them despite having 108 5star champs (some naturally duped to 200), and it made no sense waiting for a quake to complete important content. I haven't gotten one in more than 5 years playing the game and frankly, it might not ever happen.
Exploring 6.4 without a quake was simply an exercise in spending resources.
I'm not even going to speak about all the mixes of nodes you have to deal with, bound to 15k attack values, for which there were no good counters besides quake. I mean, p.e. if bane switched during the opponent's special animation I was pretty much death on those seconds.
I'll just refer the blocking damage and the amount of unavoidable passive debuff damage which were bound to those 15k attack values. Most of those could be ignored by quake or even ghost players.
Reducing the attack values to less than half of their original values, will make this content content manageable and approachable by a vast array of champions, not only quake or ghost. And will make it possible to be explored with minimal costs.
Underestimating, I spent about 40K units and several hundreds of saved potions exploring 6.2, 6.3 and 6.4. The amount of arena grind I had to do for units spent on 6.4 led to the greatest burnout this game ever gave me.
At the moment I don't have enough resources to try to complete my first path of the Abyss neither units for the 4th of July unit deals, they were all burnt on Act6.
I hope you take all this into consideration while calculation Act6 compensations.
Compensation can't be based on what everyone spent to do it, because that's saying the more someone spent, the less skillfully they completed it, the more they deserve to be rewarded for that. That's simply illogical.
On Act 6. Compensation for Act 6 should be flagged to completion and exploration per quest. Completion being a little, maybe more in the case of 6.2.6.
This is content that is temporary and going away. Heck, throw units and revives at us and wipe our progress. We can do the nerfed ones and get the rewards again.
Also, if they do give a huge boost in rewards, then removing the 15k shards from Abyss is completely unfair.