**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.
Comments
Just brings me back to what's the point of pushing for teams of R3 6*s when actually using them anywhere makes everything in the game mind numbingly boring?
They're gonna need to be a bit more clever than just "hey, neuter your roster for some extra stuff you don't even need" for me to get any faith in them not boring the top players out of the game at this point
Also I’m with @TheTalents I hate wasting resources on 4* champs when I have the same as 6*, so please stop the 4* challenges!!!
Why make us waste resources.
I did however like the diversity challenge of cav eq. Making u use different champs with extra class bonuses
100% exploration removes any rng element
Kabam has signaled that they will be making content with various rarity and now PI gates, such as they already did with Variant 4. As such, ranking up lower star level champions is not a waste, it is an investment for that future content.
I am a part of the player base that will be Thronebreaker when it comes out, trust me I wasn’t itching to rank up my 4* champions either. I want that t4b and t1a for higher rarity champs. But seeing the direction the game is going in, it certainly isn’t a waste.
Personally I don’t mind the r3 requirement but feel overall what ever their next gate is with this title has set the bar too low. Hence 109% act 6 or at least 2-3 r3 6* would of been more realistic
100% act 6 would alienate far too many players who simply don't want to invest that much time or money in units. The exploration rewards even now are not completely worth the grind let alone what we did pre nerf.
Permanent content and for different reasons repeating content both have this property of the initial target isn't the eventual target. But things like Omega Boss Rush or the Maze do have one single target, because they only have a limited time when you can take the content on. Content like that tends to be targeted at something between the top 10% of players and the top 1% of players or less. I think Omega, for example, was probably targeted at something between the top 1% and the top 5%. My suspicion is that the Summer of Pain is targeted higher than that.
You can spend a lot of development time, relatively speaking, on something like the Abyss because it is permanent content: it is theoretically something that everyone could tackle eventually, given enough time and progress. But Omega Boss Rush or the Maze or content like that can't, because they target so few players. But you have to have at least some content like that, to preserve the aspirational element of the game. Which is to say, content like that doesn't just benefit the 1% of players that run it, it also has a pseudo-benefit of sorts for many players who can't do it, but use such content as a benchmark to shoot for to encourage them to continue to progress upward in the game.
Think of content like the Maze or Summer of Pain as the luxury model that almost no one buys, but everyone associates with the brand. Many players want to play games that have high ceilings even if they themselves won't reach it, because it makes the game seem more well developed. Kabam can't spend all their time making content for the very top players, but it has to make some, not only for them, but to give everyone else the impression that the game has something for everyone, from the budget players to the luxury players.