**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
If it was, we might have remembered to drop to map 4 today 😉
I've changed it for tomorrow...
True, I'm on here moaning not updating the AQ settings 🙄🤣
Other stats are 200k HP and 15k Attack.
- You do know that 3 blocks I’m KOed, and you’re also aware dex and parry are inconsistent, oh and the AI has a strange mind of its own nowdays
- Also out of all the mercenaries (20 + Venompool), about 3 has some measure of power manipulation (those I’m aware of): Gwenpool, Luke Cage and Nebula. Yet, you saw it wise to have about a third of the nodes in V8 to have some sort power boost (check it if you want) This means you spend majority of the time at the mercy of the AI to throw specials, intercept becomes very tricky because they have specials ready for majority of the fight.
This is hideous Kabam, you’ve gone crazy with all these many issues we’re experiencing.
This doesn’t mean we can’t do these fights, I did the lane with 1 revive and a few l3 potions. We can with a revive use or two, it’s not the end of the world but you should understand that it’s not fun with such designs rather frustrating. If that was your objective then mission accomplish.
The appetite of current end-game players (including myself) to do terrible content is now much, much lower. The most it can get you, rewards-wise, is a single rank 4. Which is nice, but definitely not a game changer. So there is much less incentive. Fights we previously would have felt compelled to do, we can now skip. Because it has little consequences. Hence: doing hard/boring/restrictive content becomes a huge chore. And nobody is into chores much. So the 'marketing stratgy' that used to pay off handsomely, isn't working as well anymore. It requires a paradigm shift to cope with that: the game has matured so much that it should continually provide players with something it so far has only occassionaly focused on: be a fun experience.
This goes for all content, IMHO. General questing. High tier wars. AQ. Whatever. Squashing the bugs would help a bit, as would reverting the AI changes. But more needs to be done to keep intermeidate and veteran players interested.
I’m playing since 7 years and never been so disappointed.
The effort to reward ratio is also very low nowadays.
Except SoP and Gauntlet I don’t find any other thing the developers done right this year.
The buff program is a total waste imo as they won’t make older champs good enough to be used in daily quests in place of new powerful champs.
For a simple 3 minute fight you need to focus on “n” number of things and that too on the mercy of AI.
I’m F2P since beginning of my journey and explored everything by grinding arenas but now I think I’ll take the game casually and invest my time in other games/activity as the game isn’t good as it used to be.
P.s Why on earth Variant rewards aren’t updated with time???
For one, the buff program was never, and should have never, been intended to take every new champ to the point of being more or even as viable than new champs for people with developed rosters. The point has always been so that newer players with smaller rosters aren't completely dead in the water if these are the only champs they have. For the most part I think they've actually done quite a good job.
There have been some misses for sure but not a ton. There's been one massive mistake in Red Mags which is so brokenly OP it completely warped the expectations of a huge portion of the playerbase. Still, there are champs like KG, KP, Diablo, Ultron, Reed, etc... that legitimately were good enough even the largest endgamers out there ranked and use them regularly. That's a win in my book.
Second, I definitely mentioned V8 but I didn't say a thing about the rewards. My gripe is with the design philosophy when taking its supposed target audience into account. Variants are supposed to help players bridging that Act 5 to Act 6 transition develop their 5* rosters. That's been the stated intention ever since V2 or 3 IIRC. The rewards reflect being aimed at that audience but the design of V8 absolutely does not. Could I finish exploring it today? Absolutely. I just didn't find it even mildly enjoyable so I don't care to.
I'm far more concerned over whether or not playing the game is interesting or fun than what the devs are trying to bribe players with to get them to play. I understand that's definitely not the case for probably even most players but I wanted to get that out there before this turns into moaning about rewards.
To Kabam the business entity, this is when you start to really pay attention, one of your biggest and longest-standing customers has said no thanks just before an event that, and correct me if I’m wrong, @Worknprogress but you would have bought pretty much all of the unit deals.
This isn’t a rage quit either, this is the result of sustained issues over the better part of six months.
On a personal level, this is the first Variant since V3 (when Variants were hard for my roster), that I haven’t explored inside two weeks because the content is dull.
Game testing needs to improve, I get that the input issues with the server problems were out of your hands but it’s been two months since the last update, how are you getting on?
There’s just so much laxity in MCoC right now that I don’t think anyone can justify giving them more than a week’s wages for some rank up materials in a champion who’s parry doesn’t consistently work.
I know what Eve Online wants to be. I generally had an idea of what World of Warcraft wanted to be, I had an idea of what Star Trek Online wanted to be, what Star Wars the Old Republic wanted to be (as weird as that was on paper), what Rift wanted to be, what City of Heroes wanted to be, what The Secret World wanted to be. I can't say I know what MCOC wants to be. The challenge curve and the progression curve don't point to who the game targets.
You can say that a game should appeal to a wide range of players, and that's true. A game can be friendly to a wide range of players. But it has to target somebody. I don't know who that is. Most of the people who like the casual on-ramp of content aren't the kinds of people who would like the more challenging stuff. Most of the people attracted to the high challenge stuff don't like the time it takes to get there, and not enough effort is concentrated into that stuff to make enough of it for those kinds of players.
Most of the game is concentrated on moderate challenge stuff, but those aren't necessarily the people who consistently whale out on an F2P game and can financially support it. Without getting deep into game design theory, I think the problem here is that this game has no classical end game. It has end game tier content. But it doesn't have an actual end game. End games are not just hard content. They function outside the realm of normal resource and progressional balance, and are not subject to the requirements of typical player gameplay. And the game says this to the players explicitly so there's no confusion.
The interesting thing about most end games of progressional games I've seen is that the rewards aren't all that good in absolute terms. They can't be, because end game players are too powerful to be handed super powerful rewards constantly: they can't be gated from them by content difficulty. Instead of being large, they tend to be specifically relevant to end game players only. You can't get them anywhere else, you can't use them anywhere else. That exclusivity makes them incomparable to rewards in the rest of the game, and makes them pursuit goals for end game players. This can only work when there is an actual end game.
Besides the bugs which is the obvious biggest issue with the game right now. I have to say I have a huge problem with T3 alpha and T6 catalyst only being collected in a significant amount through spending. It is not fair to the f2p guys that are being let go due to prestige that have no shot of being top 20. I understand top 20 is an elite class of player but more opportunities for those catalysts would be really helpful at the moment. R4 champions shouldn't be only limited to spenders.
The three other ways are: sell exclusive resources impossible to get any other way. Sell resources that are ridiculously time consuming to get any other way. Sell resources that everyone gets much later than they do. For the most part, MCOC is the third type. We sell champion crystals that allow spenders a chance to get a champion before anyone else. We sell packages that have very high tier resources in quantities impossible to get anywhere else *Eventually* that changes. T4CC used to be impossible to grind for except in the top AQ alliances and with spending. Now they are trivial to get (for players of high enough progress). T5B and T5CC used to be that way also, and now it is T6B and T3A. This will eventually change. But at the moment, spenders have a very large advantage over F2P players when it comes to gathering the top tier rank up resources for the highest rank up in the game. That's necessary given the current monetization model.