**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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An Update to Balancing in MCOC!
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Now You say that you will be focusing more on balancing newly released champs and less on consistent monthly reworks of older champs. I really hate that idea. There are so many terrible champs in the game who we all have. These champs offer no value and just cause heartbreak when you pull them as 6*s. But there was always hope that they would get buffed next month. NOT ANYMORE. Now the priority is to balance champs that 90% of the playerbase won't have access to. This honestly angers me because it's taking away the excitement I had for every new update. I don't care if you slightly tweak sauron,; I don't have him and I probably won't for months. It has no impact on my account or enjoyment of the game (and again, I can't imagine a significant amount of players have him either). Buffing someone like antman or captain america would be far more impactful. I like the idea of new champion animations because that is very much needed. Maybe it won't be so bad and I'll be happy to eat my words but this left a bad taste in my mouth.
As for the rating system, I'm still skeptical, especially if you think hercules doesn't have utility. Are these ratings based off quantity or quality? Hercules doesn't have a lot of utility but what he has is very valuable. Just because a champ has a lot of text doesn't mean 1) they are good, 2) their utility is good or 3) they are more valuable than a champ with less. Again, we'll have to wait and see but I'm not overly optimistic. Hopefully I'm wrong
Say for example a champ is released with an incredible power control ability, and his "utility" rating is a 3 out of 5.
What does that mean to a summoner? How are we to know the champ's power control at release is behaving at a 5 out of 5 when the intent was to be a 3 out 5?
I'm sorry to say, these seems like an incredibly flawed approach, that can only be successful if Kabam is willing to forego selling crystals until after all rebalancing has been completed.
Anything less than that commitment inherently welcomes a system that is effectively at massive risk of a bait and switch scenario.
Similar to how Kabam's Ai tries to pick the highest rated/healthiest champion on my questing team to match up with the next defender. Often I'm like - yeah right... I feel I would ignore this rating system as well but I'll keep my mind open.
The rating system will probably need a bit of tweaking before it settles down, I think. As a measure of how much to buff/debuff a champion for balance, I suspect judgement calls will always be needed - it's a guide but just that.
The lack of buffs for February is a shame, especially as January had been a bit dry. It would have been better if there had been a very limited numbers tweak to a couple of champs, as a bit of a placeholder if nothing else.
The champion buffs were the best thing going in this game for the last year, EASILY, and you know the community loved and looked forward to them. And now, you are essentially slowing them down even more so than they already were? Honest question --- Do you guys actually listen to the community at all?
I am disappointed with this new "system" and wonder how long it will last before it goes down the drain as well.
But how do you quantify between "Small Amount Of Potent Utility" and "Large Amount Of Micro Utility"?
-Someone could have an Ability that counters all Miss/Evade/Auto-Block and be Immune to 1 Debuff but nothing else but still be Solid.
-Meanwhile someone who Resists 3 Debuffs, Counters Recoil Damage, as well can Refresh Debuffs Occasionally could be equally Solid.
How do they decide what gets a higher Rating and when Balancing it how are we supposed to determine the outcome from that 1 to 5 base line when each rating could be so broad?
Not to mention how the game is constantly evolving with non permanent content always changing to keep relevant with the newest types of characters, some Utility that was great/rare now might not be as highly rated in the years to come as the game continues to evolve and makes certain things more common or less to match the changing meta which should change how the character is rated. (For example Coldsnap deals damage and has the Utility to shuts down Evade, it was and still is a pretty rare Debuff for champion kits but now we have the Slow Debuff which can effectively apply the same Utility but is on many more champions. Making the Coldsnap Debuff still a good effect but not as special as it was before the Slow Debuff was introduced.)
Balancing is just another word for nerf. Takes a person 0.8sec to realised this but kabam probable thinks their players doesn’t.
Anyway. Good luck kabam. Do what you like and the players will react. Remember, there’s a word called “ consequences”.
I think that Rating System is a very bad idea, the game is waaay too broad to have a Rating System as simple as "A 1 to 5 Rating for ALL POSSIBLE Utility". For example Reverse Controls Immunity is only useful in like 20% of the game, but it's still exceptional Utility to have for someone who hasn't adapted to Reversed Controls...
(These are all pretty wide and basic examples, and are meant to be a comparative example instead examining the actual full examples, like comparing 1 Piece of Utility when the champion actually has 8 Pieces of Utility that could be compared to multiple cases in the same way.)
It could give people the wrong idea on how certain Champion's are actually viable over others, like Shang-Chi for example has Exceptional Damage and Utility so let's say he gets a 5 in Damage and 4 in Utility. But then someone like Mr Negative who has equal, and in some cases better encounters than Shang-Chi, with a different cadence might be rated Damage of 4 and Utility of 4... Well now the less informed players are just going to think Shang-Chi is better than Mr Negative which in this very broad game isn't always true.
Then how do they scale damage, Shang-Chi as an example again has tons of Crits that also scale with each successive activation and charges that buff Attack for a Massive Sp2. But then you have Guardian who has a similar Massive Sp2 but his basic hits and ramp up till that point is comparatively less damage soaked but occasional big burst of Shock damage in place of his Crits. Do they make both of those a 5 in Damage Rating or does one go to 4 because Guardian's is less spread throughout, as well Guardian's Shocks replace his Crits which is Utility so does that make his Utility Rating equal or higher than Shang-Chi... And it just keeps escalating from there with the other 200+ Champions.
One more example, what about Ikaris... If he has say a 2 or 3 in Utility but 5 in Damage, someone's gonna see him as a bad champion when compared to the Damage 5 Utility 4 Champions even though he has some fights he handles much better than others (like all those Incinerates activating Incursions Hacks or Regen Reversing).
On top of all this how does Ramp Up fit into the equation, Shang-Chi has an instant MM applying a Short (5 Second) to Long (20 Second) Slow Debuff. But not the Longest Slow out there, does that mean that Champion with the Longer Slow have a higher Rating even though they might have a longer Ramp Up to it like Spidey2099's Sp3? (Same thing applies to Damage and Survivability)
I am totally serious — how does a rating system make OG Iron Man more fun to select for a quest and actually use?
No one wants a rating system. No one asked for it. This community has been begging for buffs to basically unusable characters for years — I know, because I was here at the beginning — and it seems the one thing that basically every single player actually wants for weak characters is the one thing that becomes so complicated, it’s like trying to win the lottery
Secondly, the possibility of tune-downs. I do like the idea of having a rating system for tuning-up underwhelming new champions, which probably could've saved the likes of Purgatory & Chavez last year, but concurrently this also opens up the gate for future tune-downs. Which means you could sell off a champion as 'game-breaking, easy beyond-god tier!' and have everyone spend resources and time to get that champ, only to introduce a tune-down a few months down the road and significantly nerf that champ. There's really no guarantee on what would happen which means brand-new OP champs might not stay OP (or usable) as Kabam would simply give them tune-downs.
Lastly, there really isn't a quality guarantee for tune-ups. The fact that you'll be buffing Gamora AGAIN after her tune-up just a few months ago is saying a lot. As further examples the tune-ups for Nova & Ronin in 2021 did close to nothing for their kits. Tune-ups aren't guaranteed bad (Thor Rags, Nebula) but it'd be lame for a champion to get a worthless tune-up and THEN need waste another buff slot further down the road simply because the first one wasn't enough for them.
I guess we'll have to wait and see when this gets implemented (which would be half a year later lmao) but for now I really ain't impressed with these updates.
The team was going the right way for a while, now it feels like it's going in a million different directions and forgetting the basics. Keep it simple. Make the old and unused champs awsome for us to use.
Why are you wasting time changing DPX's animations only? So he'll look cool... and still suck pretty much