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Please bring back % crit rate and damage, but make them unique

Dear Kabam,
Please bring back % based crit rate and damage. At least make it a unique synergy and not for the whole team.
Newer champs have an essay-length abilities when old champs that used to be good because of the crit synergy only has like 2-4 lines of abilities description.
Newer champs keep getting more overpowered, like Guardian, Sasquatch and hit monkey, while older champs get pushed back further and further. Yes you talk about buffing some of the champs, but reworking the synergy would make most old champs better in one go, and you dont have to worry about going through and re-tweaking old content because of the new buff.

Comments

  • Options
    EdeuinkEdeuink Posts: 1,263 ★★★★
    No. Diminishing returns may be too complex for some people to understand, but using crit teams and perfect block teams would be broken.
  • Options
    DariusYiDariusYi Posts: 171
    Edeuink said:

    No. Diminishing returns may be too complex for some people to understand, but using crit teams and perfect block teams would be broken.

    i'm sorry. I don't quite understand your statement.
  • Options
    EdeuinkEdeuink Posts: 1,263 ★★★★
    DariusYi said:

    Edeuink said:

    No. Diminishing returns may be too complex for some people to understand, but using crit teams and perfect block teams would be broken.

    i'm sorry. I don't quite understand your statement.
    I’m saying that percent based crit rating and attack rating would be broken.
  • Options
    LibertyPrimeV1LibertyPrimeV1 Posts: 4,179 ★★★★★
    DariusYi said:

    Dear Kabam,
    Please bring back % based crit rate and damage. At least make it a unique synergy and not for the whole team.
    Newer champs have an essay-length abilities when old champs that used to be good because of the crit synergy only has like 2-4 lines of abilities description.
    Newer champs keep getting more overpowered, like Guardian, Sasquatch and hit monkey, while older champs get pushed back further and further. Yes you talk about buffing some of the champs, but reworking the synergy would make most old champs better in one go, and you dont have to worry about going through and re-tweaking old content because of the new buff.

    So... You want Less Useful Unique Synergies? Wh- Why?
    Also for example changing the Crit Chance Synergy on an old Champion from a Set Number to a Percent wouldn't be a Buff, that wouldn't make them any more usable than they already are in a fight, they'd just be there for Synergies... A pretty Bad Synergy at that seeing as now a days you want to be using each one of those Team Spaces to the fullest, those type of Synergies used to be good when there wasn't as many Champions and Nodes with such Varied Abilities requiring certain counters. They game is constantly evolving, why would we want to go backwards into what's now useless Synergies compared to the Insane ones that can make or break a Champion.
  • Options
    GroundedWisdomGroundedWisdom Posts: 36,247 ★★★★★
    You're a few years too late, my friend.
  • Options
    DariusYiDariusYi Posts: 171

    DariusYi said:

    Dear Kabam,
    Please bring back % based crit rate and damage. At least make it a unique synergy and not for the whole team.
    Newer champs have an essay-length abilities when old champs that used to be good because of the crit synergy only has like 2-4 lines of abilities description.
    Newer champs keep getting more overpowered, like Guardian, Sasquatch and hit monkey, while older champs get pushed back further and further. Yes you talk about buffing some of the champs, but reworking the synergy would make most old champs better in one go, and you dont have to worry about going through and re-tweaking old content because of the new buff.

    So... You want Less Useful Unique Synergies? Wh- Why?
    Also for example changing the Crit Chance Synergy on an old Champion from a Set Number to a Percent wouldn't be a Buff, that wouldn't make them any more usable than they already are in a fight, they'd just be there for Synergies... A pretty Bad Synergy at that seeing as now a days you want to be using each one of those Team Spaces to the fullest, those type of Synergies used to be good when there wasn't as many Champions and Nodes with such Varied Abilities requiring certain counters. They game is constantly evolving, why would we want to go backwards into what's now useless Synergies compared to the Insane ones that can make or break a Champion.
    Because old champs that have the synergy lacks the damage power. The newer champs have so many utility that taking out certain nodes or champs becomes easier. The old champs with crit rate and percent are just being synergy space as you mention, but i did suggest to make them unique. Meaning only the champ with the synergy would be stronger, not the whole team. This way, people will start using old champs again. And pulling an old champ from 5 or 6 star crystal wont feel as bad.
  • Options
    DariusYiDariusYi Posts: 171

    You're a few years too late, my friend.

    the more reason why they should revisit it. They did say they want to make us use the old champs again. Back then there was no unique synergy, i.e: synergy that only benefit a particular champ and not the whole team. Now the mechanism is there.
  • Options
    LibertyPrimeV1LibertyPrimeV1 Posts: 4,179 ★★★★★
    DariusYi said:

    DariusYi said:

    Dear Kabam,
    Please bring back % based crit rate and damage. At least make it a unique synergy and not for the whole team.
    Newer champs have an essay-length abilities when old champs that used to be good because of the crit synergy only has like 2-4 lines of abilities description.
    Newer champs keep getting more overpowered, like Guardian, Sasquatch and hit monkey, while older champs get pushed back further and further. Yes you talk about buffing some of the champs, but reworking the synergy would make most old champs better in one go, and you dont have to worry about going through and re-tweaking old content because of the new buff.

    So... You want Less Useful Unique Synergies? Wh- Why?
    Also for example changing the Crit Chance Synergy on an old Champion from a Set Number to a Percent wouldn't be a Buff, that wouldn't make them any more usable than they already are in a fight, they'd just be there for Synergies... A pretty Bad Synergy at that seeing as now a days you want to be using each one of those Team Spaces to the fullest, those type of Synergies used to be good when there wasn't as many Champions and Nodes with such Varied Abilities requiring certain counters. They game is constantly evolving, why would we want to go backwards into what's now useless Synergies compared to the Insane ones that can make or break a Champion.
    Because old champs that have the synergy lacks the damage power. The newer champs have so many utility that taking out certain nodes or champs becomes easier. The old champs with crit rate and percent are just being synergy space as you mention, but i did suggest to make them unique. Meaning only the champ with the synergy would be stronger, not the whole team. This way, people will start using old champs again. And pulling an old champ from 5 or 6 star crystal wont feel as bad.
    DariusYi said:

    You're a few years too late, my friend.

    the more reason why they should revisit it. They did say they want to make us use the old champs again. Back then there was no unique synergy, i.e: synergy that only benefit a particular champ and not the whole team. Now the mechanism is there.
    No One is going to use them though, Especially if they are Unique Synergies, the only reason people used to use old Base Stat Boosting Synergies was because they Did Stack. Why the hell would you want to make them Worse? Either back to no one using them, if you're bringing Blade into a Quest with 1 extra spot you're going to bring Ghost Rider or Mephisto/Dormammu so you don't have to worry about Mystics/Villains not a Champion to boost Only his and their Crit Chance by like 3%. That's just not realistic in the state of the game today
  • Options
    LibertyPrimeV1LibertyPrimeV1 Posts: 4,179 ★★★★★
    Wait a minute... The only Base Stat Boosting Synergies that aren't Percentage based are Armor, Crit Chance, and Crit Damage! Changing only 3 Synergies is not going to make someone bring Iron Patriot into an Act 6 Quest over Ghost or something!
  • Options
    DariusYiDariusYi Posts: 171

    Wait a minute... The only Base Stat Boosting Synergies that aren't Percentage based are Armor, Crit Chance, and Crit Damage! Changing only 3 Synergies is not going to make someone bring Iron Patriot into an Act 6 Quest over Ghost or something!

    If the percentage is high enough, and that someone doesn't have Ghost. At least an old champ that has high crit rate/damage is an option. Now, it is not even a consideration.
  • Options
    DariusYiDariusYi Posts: 171

    DariusYi said:

    DariusYi said:

    Dear Kabam,
    Please bring back % based crit rate and damage. At least make it a unique synergy and not for the whole team.
    Newer champs have an essay-length abilities when old champs that used to be good because of the crit synergy only has like 2-4 lines of abilities description.
    Newer champs keep getting more overpowered, like Guardian, Sasquatch and hit monkey, while older champs get pushed back further and further. Yes you talk about buffing some of the champs, but reworking the synergy would make most old champs better in one go, and you dont have to worry about going through and re-tweaking old content because of the new buff.

    So... You want Less Useful Unique Synergies? Wh- Why?
    Also for example changing the Crit Chance Synergy on an old Champion from a Set Number to a Percent wouldn't be a Buff, that wouldn't make them any more usable than they already are in a fight, they'd just be there for Synergies... A pretty Bad Synergy at that seeing as now a days you want to be using each one of those Team Spaces to the fullest, those type of Synergies used to be good when there wasn't as many Champions and Nodes with such Varied Abilities requiring certain counters. They game is constantly evolving, why would we want to go backwards into what's now useless Synergies compared to the Insane ones that can make or break a Champion.
    Because old champs that have the synergy lacks the damage power. The newer champs have so many utility that taking out certain nodes or champs becomes easier. The old champs with crit rate and percent are just being synergy space as you mention, but i did suggest to make them unique. Meaning only the champ with the synergy would be stronger, not the whole team. This way, people will start using old champs again. And pulling an old champ from 5 or 6 star crystal wont feel as bad.
    DariusYi said:

    You're a few years too late, my friend.

    the more reason why they should revisit it. They did say they want to make us use the old champs again. Back then there was no unique synergy, i.e: synergy that only benefit a particular champ and not the whole team. Now the mechanism is there.
    No One is going to use them though, Especially if they are Unique Synergies, the only reason people used to use old Base Stat Boosting Synergies was because they Did Stack. Why the hell would you want to make them Worse? Either back to no one using them, if you're bringing Blade into a Quest with 1 extra spot you're going to bring Ghost Rider or Mephisto/Dormammu so you don't have to worry about Mystics/Villains not a Champion to boost Only his and their Crit Chance by like 3%. That's just not realistic in the state of the game today
    they can make it stack. But unique only to the synergy members, not the whole team.
    Problem with the old crit rate team is that people stack crit rate and damage and then use one champ that doesn't have the synergy but benefits from it.
    Example if you bring magneto, cyclops, wolverine, storm and scarlet witch. The synergy stacks for magneto, cyclops, wolv and storm, because they are the synergy members. But not for switch.
    That's what i'm trying to propose.
  • Options
    LibertyPrimeV1LibertyPrimeV1 Posts: 4,179 ★★★★★
    DariusYi said:

    DariusYi said:

    DariusYi said:

    Dear Kabam,
    Please bring back % based crit rate and damage. At least make it a unique synergy and not for the whole team.
    Newer champs have an essay-length abilities when old champs that used to be good because of the crit synergy only has like 2-4 lines of abilities description.
    Newer champs keep getting more overpowered, like Guardian, Sasquatch and hit monkey, while older champs get pushed back further and further. Yes you talk about buffing some of the champs, but reworking the synergy would make most old champs better in one go, and you dont have to worry about going through and re-tweaking old content because of the new buff.

    So... You want Less Useful Unique Synergies? Wh- Why?
    Also for example changing the Crit Chance Synergy on an old Champion from a Set Number to a Percent wouldn't be a Buff, that wouldn't make them any more usable than they already are in a fight, they'd just be there for Synergies... A pretty Bad Synergy at that seeing as now a days you want to be using each one of those Team Spaces to the fullest, those type of Synergies used to be good when there wasn't as many Champions and Nodes with such Varied Abilities requiring certain counters. They game is constantly evolving, why would we want to go backwards into what's now useless Synergies compared to the Insane ones that can make or break a Champion.
    Because old champs that have the synergy lacks the damage power. The newer champs have so many utility that taking out certain nodes or champs becomes easier. The old champs with crit rate and percent are just being synergy space as you mention, but i did suggest to make them unique. Meaning only the champ with the synergy would be stronger, not the whole team. This way, people will start using old champs again. And pulling an old champ from 5 or 6 star crystal wont feel as bad.
    DariusYi said:

    You're a few years too late, my friend.

    the more reason why they should revisit it. They did say they want to make us use the old champs again. Back then there was no unique synergy, i.e: synergy that only benefit a particular champ and not the whole team. Now the mechanism is there.
    No One is going to use them though, Especially if they are Unique Synergies, the only reason people used to use old Base Stat Boosting Synergies was because they Did Stack. Why the hell would you want to make them Worse? Either back to no one using them, if you're bringing Blade into a Quest with 1 extra spot you're going to bring Ghost Rider or Mephisto/Dormammu so you don't have to worry about Mystics/Villains not a Champion to boost Only his and their Crit Chance by like 3%. That's just not realistic in the state of the game today
    they can make it stack. But unique only to the synergy members, not the whole team.
    Problem with the old crit rate team is that people stack crit rate and damage and then use one champ that doesn't have the synergy but benefits from it.
    Example if you bring magneto, cyclops, wolverine, storm and scarlet witch. The synergy stacks for magneto, cyclops, wolv and storm, because they are the synergy members. But not for switch.
    That's what i'm trying to propose.
    No. Just No. That's Not how Unique Synergies work, Unique Synergy means it Cannot Stack with Duplicate Synergies that's whole damn point of the Tag. Synergies then can be given a limit to only affect the Synergy Members and it has nothing to do with if the Synergy is tagged as Unique or not, nor if it's a Base Stat Boosting Synergy (Like Namor's Kings of the World or Beach Bods Synergies) or if it's a Synergy that Adds/Boosts an Ability on a specific Champion (like Bishop's Energy Conduit Synergies), you don't even know understand what you are talking about...
    And again No One uses those Synergies like the old Mutant Crit Team in Regular Content because they are outdated and unnecessarily cumbersome, no one brings an Entire Team just to buff 1 Champion's Crits a bit in a Monthly EQ where you need Various Utility and Classes that Wolverine/Magneto/Cyclops/Storm doesn't have. As well making it so the Synergies then only affected the owner would make it Even Worse!!! The Mutant Crit Team would then be Even More Worthless because not only would the 4 not all boost each other they now wouldn't boost anyone else, I can't fathom why you would want to make these Synergies Even Worse instead waiting patiently for the Champions themselves to get Buffed
  • Options
    LibertyPrimeV1LibertyPrimeV1 Posts: 4,179 ★★★★★
    DariusYi said:

    Wait a minute... The only Base Stat Boosting Synergies that aren't Percentage based are Armor, Crit Chance, and Crit Damage! Changing only 3 Synergies is not going to make someone bring Iron Patriot into an Act 6 Quest over Ghost or something!

    If the percentage is high enough, and that someone doesn't have Ghost. At least an old champ that has high crit rate/damage is an option. Now, it is not even a consideration.
    No, no it wouldn't make them an option. I'm sorry but No One is going to use Storm for every fight in Act 6/Monthly EQ unless they were trying some Challenge, it's just not realistic when there are better current Champion for Everything she does And More. Which is the whole point of them planning to Buff the majority of these Outdated Champions and only making their Outdated Synergies Worse wouldn't help!
  • Options
    LibertyPrimeV1LibertyPrimeV1 Posts: 4,179 ★★★★★
    DariusYi said:

    DariusYi said:

    DariusYi said:

    Dear Kabam,
    Please bring back % based crit rate and damage. At least make it a unique synergy and not for the whole team.
    Newer champs have an essay-length abilities when old champs that used to be good because of the crit synergy only has like 2-4 lines of abilities description.
    Newer champs keep getting more overpowered, like Guardian, Sasquatch and hit monkey, while older champs get pushed back further and further. Yes you talk about buffing some of the champs, but reworking the synergy would make most old champs better in one go, and you dont have to worry about going through and re-tweaking old content because of the new buff.

    So... You want Less Useful Unique Synergies? Wh- Why?
    Also for example changing the Crit Chance Synergy on an old Champion from a Set Number to a Percent wouldn't be a Buff, that wouldn't make them any more usable than they already are in a fight, they'd just be there for Synergies... A pretty Bad Synergy at that seeing as now a days you want to be using each one of those Team Spaces to the fullest, those type of Synergies used to be good when there wasn't as many Champions and Nodes with such Varied Abilities requiring certain counters. They game is constantly evolving, why would we want to go backwards into what's now useless Synergies compared to the Insane ones that can make or break a Champion.
    Because old champs that have the synergy lacks the damage power. The newer champs have so many utility that taking out certain nodes or champs becomes easier. The old champs with crit rate and percent are just being synergy space as you mention, but i did suggest to make them unique. Meaning only the champ with the synergy would be stronger, not the whole team. This way, people will start using old champs again. And pulling an old champ from 5 or 6 star crystal wont feel as bad.
    DariusYi said:

    You're a few years too late, my friend.

    the more reason why they should revisit it. They did say they want to make us use the old champs again. Back then there was no unique synergy, i.e: synergy that only benefit a particular champ and not the whole team. Now the mechanism is there.
    No One is going to use them though, Especially if they are Unique Synergies, the only reason people used to use old Base Stat Boosting Synergies was because they Did Stack. Why the hell would you want to make them Worse? Either back to no one using them, if you're bringing Blade into a Quest with 1 extra spot you're going to bring Ghost Rider or Mephisto/Dormammu so you don't have to worry about Mystics/Villains not a Champion to boost Only his and their Crit Chance by like 3%. That's just not realistic in the state of the game today
    Problem with the old crit rate team is that people stack crit rate and damage and then use one champ that doesn't have the synergy but benefits from it.
    Wait so you think Problem is that "when people actually used the Synergies in the past they weren't using the Champions themselves"? Limiting that is supposed to make them Better? https://youtu.be/eyK7T-7vCro
  • Options
    DariusYiDariusYi Posts: 171

    DariusYi said:

    DariusYi said:

    DariusYi said:

    Dear Kabam,
    Please bring back % based crit rate and damage. At least make it a unique synergy and not for the whole team.
    Newer champs have an essay-length abilities when old champs that used to be good because of the crit synergy only has like 2-4 lines of abilities description.
    Newer champs keep getting more overpowered, like Guardian, Sasquatch and hit monkey, while older champs get pushed back further and further. Yes you talk about buffing some of the champs, but reworking the synergy would make most old champs better in one go, and you dont have to worry about going through and re-tweaking old content because of the new buff.

    So... You want Less Useful Unique Synergies? Wh- Why?
    Also for example changing the Crit Chance Synergy on an old Champion from a Set Number to a Percent wouldn't be a Buff, that wouldn't make them any more usable than they already are in a fight, they'd just be there for Synergies... A pretty Bad Synergy at that seeing as now a days you want to be using each one of those Team Spaces to the fullest, those type of Synergies used to be good when there wasn't as many Champions and Nodes with such Varied Abilities requiring certain counters. They game is constantly evolving, why would we want to go backwards into what's now useless Synergies compared to the Insane ones that can make or break a Champion.
    Because old champs that have the synergy lacks the damage power. The newer champs have so many utility that taking out certain nodes or champs becomes easier. The old champs with crit rate and percent are just being synergy space as you mention, but i did suggest to make them unique. Meaning only the champ with the synergy would be stronger, not the whole team. This way, people will start using old champs again. And pulling an old champ from 5 or 6 star crystal wont feel as bad.
    DariusYi said:

    You're a few years too late, my friend.

    the more reason why they should revisit it. They did say they want to make us use the old champs again. Back then there was no unique synergy, i.e: synergy that only benefit a particular champ and not the whole team. Now the mechanism is there.
    No One is going to use them though, Especially if they are Unique Synergies, the only reason people used to use old Base Stat Boosting Synergies was because they Did Stack. Why the hell would you want to make them Worse? Either back to no one using them, if you're bringing Blade into a Quest with 1 extra spot you're going to bring Ghost Rider or Mephisto/Dormammu so you don't have to worry about Mystics/Villains not a Champion to boost Only his and their Crit Chance by like 3%. That's just not realistic in the state of the game today
    Problem with the old crit rate team is that people stack crit rate and damage and then use one champ that doesn't have the synergy but benefits from it.
    Wait so you think Problem is that "when people actually used the Synergies in the past they weren't using the Champions themselves"? Limiting that is supposed to make them Better? https://youtu.be/eyK7T-7vCro
    You clearly don't see my point. And i dont see yours (other than trolling).
    Kabam nerfed the crit rate team because it makes certain champ overpowered.
    Now they have better control/programming capability, they could rework the synergy system so that it brings the intended benefit, which is to the characters with the synergy.
    I'm guessing that you have a lot of good champions and already in the end game, already cavalier. You don't even use the crit synergy.
    But there are some people out there, like me, who has limited number of champs, and could use the synergy but not using it because it's too "weak", so to say.
    But thank you for your opinion about my opinion.
  • Options
    LibertyPrimeV1LibertyPrimeV1 Posts: 4,179 ★★★★★
    DariusYi said:

    DariusYi said:

    DariusYi said:

    DariusYi said:

    Dear Kabam,
    Please bring back % based crit rate and damage. At least make it a unique synergy and not for the whole team.
    Newer champs have an essay-length abilities when old champs that used to be good because of the crit synergy only has like 2-4 lines of abilities description.
    Newer champs keep getting more overpowered, like Guardian, Sasquatch and hit monkey, while older champs get pushed back further and further. Yes you talk about buffing some of the champs, but reworking the synergy would make most old champs better in one go, and you dont have to worry about going through and re-tweaking old content because of the new buff.

    So... You want Less Useful Unique Synergies? Wh- Why?
    Also for example changing the Crit Chance Synergy on an old Champion from a Set Number to a Percent wouldn't be a Buff, that wouldn't make them any more usable than they already are in a fight, they'd just be there for Synergies... A pretty Bad Synergy at that seeing as now a days you want to be using each one of those Team Spaces to the fullest, those type of Synergies used to be good when there wasn't as many Champions and Nodes with such Varied Abilities requiring certain counters. They game is constantly evolving, why would we want to go backwards into what's now useless Synergies compared to the Insane ones that can make or break a Champion.
    Because old champs that have the synergy lacks the damage power. The newer champs have so many utility that taking out certain nodes or champs becomes easier. The old champs with crit rate and percent are just being synergy space as you mention, but i did suggest to make them unique. Meaning only the champ with the synergy would be stronger, not the whole team. This way, people will start using old champs again. And pulling an old champ from 5 or 6 star crystal wont feel as bad.
    DariusYi said:

    You're a few years too late, my friend.

    the more reason why they should revisit it. They did say they want to make us use the old champs again. Back then there was no unique synergy, i.e: synergy that only benefit a particular champ and not the whole team. Now the mechanism is there.
    No One is going to use them though, Especially if they are Unique Synergies, the only reason people used to use old Base Stat Boosting Synergies was because they Did Stack. Why the hell would you want to make them Worse? Either back to no one using them, if you're bringing Blade into a Quest with 1 extra spot you're going to bring Ghost Rider or Mephisto/Dormammu so you don't have to worry about Mystics/Villains not a Champion to boost Only his and their Crit Chance by like 3%. That's just not realistic in the state of the game today
    Problem with the old crit rate team is that people stack crit rate and damage and then use one champ that doesn't have the synergy but benefits from it.
    Wait so you think Problem is that "when people actually used the Synergies in the past they weren't using the Champions themselves"? Limiting that is supposed to make them Better? https://youtu.be/eyK7T-7vCro
    You clearly don't see my point. And i dont see yours (other than trolling).
    Kabam nerfed the crit rate team because it makes certain champ overpowered.
    Now they have better control/programming capability, they could rework the synergy system so that it brings the intended benefit, which is to the characters with the synergy.
    I'm guessing that you have a lot of good champions and already in the end game, already cavalier. You don't even use the crit synergy.
    But there are some people out there, like me, who has limited number of champs, and could use the synergy but not using it because it's too "weak", so to say.
    But thank you for your opinion about my opinion.
    Not Cavalier, why are you assuming stuff?
    But what I'm trying to get at is if there are still people using that Synergy for example, changing it like you suggest would make it worse but cutting the spread of the Ability to only the 2 Champions in the Synergy. As well like @Edeuink said making those Synergies Percentage Based would be broken, there's a reason those are the only Base Stat Synergies that are Set Numbers...
    I'm not trolling, I was trying to explain how you suggesting them making the Synergies Unique but still Stack makes no sense since the Description of the Unique Synergy Tag is that it Can't Stack which is why I said you don't know what you are talking about.
  • Options
    LibertyPrimeV1LibertyPrimeV1 Posts: 4,179 ★★★★★
    DariusYi said:

    DariusYi said:

    DariusYi said:

    DariusYi said:

    Dear Kabam,
    Please bring back % based crit rate and damage. At least make it a unique synergy and not for the whole team.
    Newer champs have an essay-length abilities when old champs that used to be good because of the crit synergy only has like 2-4 lines of abilities description.
    Newer champs keep getting more overpowered, like Guardian, Sasquatch and hit monkey, while older champs get pushed back further and further. Yes you talk about buffing some of the champs, but reworking the synergy would make most old champs better in one go, and you dont have to worry about going through and re-tweaking old content because of the new buff.

    So... You want Less Useful Unique Synergies? Wh- Why?
    Also for example changing the Crit Chance Synergy on an old Champion from a Set Number to a Percent wouldn't be a Buff, that wouldn't make them any more usable than they already are in a fight, they'd just be there for Synergies... A pretty Bad Synergy at that seeing as now a days you want to be using each one of those Team Spaces to the fullest, those type of Synergies used to be good when there wasn't as many Champions and Nodes with such Varied Abilities requiring certain counters. They game is constantly evolving, why would we want to go backwards into what's now useless Synergies compared to the Insane ones that can make or break a Champion.
    Because old champs that have the synergy lacks the damage power. The newer champs have so many utility that taking out certain nodes or champs becomes easier. The old champs with crit rate and percent are just being synergy space as you mention, but i did suggest to make them unique. Meaning only the champ with the synergy would be stronger, not the whole team. This way, people will start using old champs again. And pulling an old champ from 5 or 6 star crystal wont feel as bad.
    DariusYi said:

    You're a few years too late, my friend.

    the more reason why they should revisit it. They did say they want to make us use the old champs again. Back then there was no unique synergy, i.e: synergy that only benefit a particular champ and not the whole team. Now the mechanism is there.
    No One is going to use them though, Especially if they are Unique Synergies, the only reason people used to use old Base Stat Boosting Synergies was because they Did Stack. Why the hell would you want to make them Worse? Either back to no one using them, if you're bringing Blade into a Quest with 1 extra spot you're going to bring Ghost Rider or Mephisto/Dormammu so you don't have to worry about Mystics/Villains not a Champion to boost Only his and their Crit Chance by like 3%. That's just not realistic in the state of the game today
    Problem with the old crit rate team is that people stack crit rate and damage and then use one champ that doesn't have the synergy but benefits from it.
    Wait so you think Problem is that "when people actually used the Synergies in the past they weren't using the Champions themselves"? Limiting that is supposed to make them Better? https://youtu.be/eyK7T-7vCro
    Now they have better control/programming capability, they could rework the synergy system so that it brings the intended benefit, which is to the characters with the synergy.
    But the Synergy only effecting the Holder and Activator isn't the Intended Benefit because those Synergies have always Stacked and been Shared across the Entire Team.
  • Options
    DariusYiDariusYi Posts: 171

    DariusYi said:

    DariusYi said:

    DariusYi said:

    DariusYi said:

    Dear Kabam,
    Please bring back % based crit rate and damage. At least make it a unique synergy and not for the whole team.
    Newer champs have an essay-length abilities when old champs that used to be good because of the crit synergy only has like 2-4 lines of abilities description.
    Newer champs keep getting more overpowered, like Guardian, Sasquatch and hit monkey, while older champs get pushed back further and further. Yes you talk about buffing some of the champs, but reworking the synergy would make most old champs better in one go, and you dont have to worry about going through and re-tweaking old content because of the new buff.

    So... You want Less Useful Unique Synergies? Wh- Why?
    Also for example changing the Crit Chance Synergy on an old Champion from a Set Number to a Percent wouldn't be a Buff, that wouldn't make them any more usable than they already are in a fight, they'd just be there for Synergies... A pretty Bad Synergy at that seeing as now a days you want to be using each one of those Team Spaces to the fullest, those type of Synergies used to be good when there wasn't as many Champions and Nodes with such Varied Abilities requiring certain counters. They game is constantly evolving, why would we want to go backwards into what's now useless Synergies compared to the Insane ones that can make or break a Champion.
    Because old champs that have the synergy lacks the damage power. The newer champs have so many utility that taking out certain nodes or champs becomes easier. The old champs with crit rate and percent are just being synergy space as you mention, but i did suggest to make them unique. Meaning only the champ with the synergy would be stronger, not the whole team. This way, people will start using old champs again. And pulling an old champ from 5 or 6 star crystal wont feel as bad.
    DariusYi said:

    You're a few years too late, my friend.

    the more reason why they should revisit it. They did say they want to make us use the old champs again. Back then there was no unique synergy, i.e: synergy that only benefit a particular champ and not the whole team. Now the mechanism is there.
    No One is going to use them though, Especially if they are Unique Synergies, the only reason people used to use old Base Stat Boosting Synergies was because they Did Stack. Why the hell would you want to make them Worse? Either back to no one using them, if you're bringing Blade into a Quest with 1 extra spot you're going to bring Ghost Rider or Mephisto/Dormammu so you don't have to worry about Mystics/Villains not a Champion to boost Only his and their Crit Chance by like 3%. That's just not realistic in the state of the game today
    Problem with the old crit rate team is that people stack crit rate and damage and then use one champ that doesn't have the synergy but benefits from it.
    Wait so you think Problem is that "when people actually used the Synergies in the past they weren't using the Champions themselves"? Limiting that is supposed to make them Better? https://youtu.be/eyK7T-7vCro
    You clearly don't see my point. And i dont see yours (other than trolling).
    Kabam nerfed the crit rate team because it makes certain champ overpowered.
    Now they have better control/programming capability, they could rework the synergy system so that it brings the intended benefit, which is to the characters with the synergy.
    I'm guessing that you have a lot of good champions and already in the end game, already cavalier. You don't even use the crit synergy.
    But there are some people out there, like me, who has limited number of champs, and could use the synergy but not using it because it's too "weak", so to say.
    But thank you for your opinion about my opinion.
    Not Cavalier, why are you assuming stuff?
    But what I'm trying to get at is if there are still people using that Synergy for example, changing it like you suggest would make it worse but cutting the spread of the Ability to only the 2 Champions in the Synergy. As well like @Edeuink said making those Synergies Percentage Based would be broken, there's a reason those are the only Base Stat Synergies that are Set Numbers...
    I'm not trolling, I was trying to explain how you suggesting them making the Synergies Unique but still Stack makes no sense since the Description of the Unique Synergy Tag is that it Can't Stack which is why I said you don't know what you are talking about.
    Noted. I'm asking it to be unique is wrong. You are probably right that i don't know what i'm talking about.
    But what i'm asking is for kabam to revisit the crit synergy and make them better, in whatever way they can. As you mention, it's really outdated. When you are using 4, 5 and 6 star champs, those number doesn't really matter.
    At the very least they can make the set number bigger depending on the star rating.
    As i see it, kabam nerfed the crit rate team because scarlet witch was too op. Cap America and daredevil was too op with the perfect block rate.
  • Options
    LibertyPrimeV1LibertyPrimeV1 Posts: 4,179 ★★★★★
    DariusYi said:

    DariusYi said:

    DariusYi said:

    DariusYi said:

    DariusYi said:

    Dear Kabam,
    Please bring back % based crit rate and damage. At least make it a unique synergy and not for the whole team.
    Newer champs have an essay-length abilities when old champs that used to be good because of the crit synergy only has like 2-4 lines of abilities description.
    Newer champs keep getting more overpowered, like Guardian, Sasquatch and hit monkey, while older champs get pushed back further and further. Yes you talk about buffing some of the champs, but reworking the synergy would make most old champs better in one go, and you dont have to worry about going through and re-tweaking old content because of the new buff.

    So... You want Less Useful Unique Synergies? Wh- Why?
    Also for example changing the Crit Chance Synergy on an old Champion from a Set Number to a Percent wouldn't be a Buff, that wouldn't make them any more usable than they already are in a fight, they'd just be there for Synergies... A pretty Bad Synergy at that seeing as now a days you want to be using each one of those Team Spaces to the fullest, those type of Synergies used to be good when there wasn't as many Champions and Nodes with such Varied Abilities requiring certain counters. They game is constantly evolving, why would we want to go backwards into what's now useless Synergies compared to the Insane ones that can make or break a Champion.
    Because old champs that have the synergy lacks the damage power. The newer champs have so many utility that taking out certain nodes or champs becomes easier. The old champs with crit rate and percent are just being synergy space as you mention, but i did suggest to make them unique. Meaning only the champ with the synergy would be stronger, not the whole team. This way, people will start using old champs again. And pulling an old champ from 5 or 6 star crystal wont feel as bad.
    DariusYi said:

    You're a few years too late, my friend.

    the more reason why they should revisit it. They did say they want to make us use the old champs again. Back then there was no unique synergy, i.e: synergy that only benefit a particular champ and not the whole team. Now the mechanism is there.
    No One is going to use them though, Especially if they are Unique Synergies, the only reason people used to use old Base Stat Boosting Synergies was because they Did Stack. Why the hell would you want to make them Worse? Either back to no one using them, if you're bringing Blade into a Quest with 1 extra spot you're going to bring Ghost Rider or Mephisto/Dormammu so you don't have to worry about Mystics/Villains not a Champion to boost Only his and their Crit Chance by like 3%. That's just not realistic in the state of the game today
    Problem with the old crit rate team is that people stack crit rate and damage and then use one champ that doesn't have the synergy but benefits from it.
    Wait so you think Problem is that "when people actually used the Synergies in the past they weren't using the Champions themselves"? Limiting that is supposed to make them Better? https://youtu.be/eyK7T-7vCro
    You clearly don't see my point. And i dont see yours (other than trolling).
    Kabam nerfed the crit rate team because it makes certain champ overpowered.
    Now they have better control/programming capability, they could rework the synergy system so that it brings the intended benefit, which is to the characters with the synergy.
    I'm guessing that you have a lot of good champions and already in the end game, already cavalier. You don't even use the crit synergy.
    But there are some people out there, like me, who has limited number of champs, and could use the synergy but not using it because it's too "weak", so to say.
    But thank you for your opinion about my opinion.
    Not Cavalier, why are you assuming stuff?
    But what I'm trying to get at is if there are still people using that Synergy for example, changing it like you suggest would make it worse but cutting the spread of the Ability to only the 2 Champions in the Synergy. As well like @Edeuink said making those Synergies Percentage Based would be broken, there's a reason those are the only Base Stat Synergies that are Set Numbers...
    I'm not trolling, I was trying to explain how you suggesting them making the Synergies Unique but still Stack makes no sense since the Description of the Unique Synergy Tag is that it Can't Stack which is why I said you don't know what you are talking about.
    Noted. I'm asking it to be unique is wrong. You are probably right that i don't know what i'm talking about.
    But what i'm asking is for kabam to revisit the crit synergy and make them better, in whatever way they can. As you mention, it's really outdated. When you are using 4, 5 and 6 star champs, those number doesn't really matter.
    At the very least they can make the set number bigger depending on the star rating.
    As i see it, kabam nerfed the crit rate team because scarlet witch was too op. Cap America and daredevil was too op with the perfect block rate.
    Yeah the Set Numbers are quite low, especially with Power Creep slowing increasing the Base Crit Chance on Newer Champions, I don't see how there could be a problem with increasing that.

    It's justchanging to Percentages could be Insane for certain Champions, for example a Champion with a Crit Rate of 20% then another Champion with a Crit Rate of 26% is a Big Difference (something you can test right now in game) and could make a Champion like Wolverine with Bleeds on his Crits absolutely Broken with all the Crit Chance Boosting Synergies he has. Even if the Synergies were Only Affecting the Holder and Activator, some like Wolverine again with a bunch of Enemies Synergies as well the Omega Red Synergy would make his Crit Rate Insane (let's say the Percentage was set at even just 3% Per Synergy then 5% from the Omega Red Synergy, you could get 14% Additional Crit Rating on top of Wolverine's 23% as a 5 Star giving him probably the Highest Crit Chance at 37% with each Crit having an 80% Chance to Bleed!) and this is Wolverine we are using as an example a Champion known for having insane Regen at the cost of Damage.
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